Biktimaitzaal

Biktimaitzaal

​CR 13

XP 25600

NE Medium Outsider (Evil)

Init +6; Senses Darksense, Low-Light Vision, Darkvision 120ft; Perception +33

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DEFENSE

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AC 30, touch 16, flat-footed 24 (+6 Dex, +14 natural)

hp 279 (18d10+180)

Fort +17, Ref +19, Will +16

Immunities Paralysis, Sleep, Mind-Affecting, Death Effect, Aging, Paralysis Disease Resist Acid 10, Cold 10, Electricity 10, Fire 10

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OFFENSE

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Speed 30 ft.

Melee 2 slams +19 (1d4+1 plus white mask plus dark seed)

Spell-Like Abilities (CL 18; concentration +28)

The save DC against a 's spells is 20+ spell level. A 's spells use Intelligence as the primary casting attribute.

At Will: Quicken Hold Person(will save DC: 25), Hydraulic Push

3/day: , Copying Stare (DC: 26) (Learns the used abilities last turn for three turns)

Special Attacks Dark Seed(On hit, DC 29), Knowledge-Stealing Strike (DC 22), White Mask

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STATISTICS

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Str 12, Dex 22, Con 28, Int 31, Wis 16, Cha 16

Base Atk +18; CMB +19; CMD 35

Feats Great Fortitude, Greater Spell Focus, Improved Great Fortitude, Improved Iron Will, Iron Will, Lightning Reflexes, Skill Focus (Perception), Spell Focus, Toughness

Skills: Acrobatics +24, Appraise +28, Bluff +24, Knowledge (arcana) +28, Knowledge (dungeoneering) +28, Knowledge (engineering) +28, Knowledge (geography) +28, Knowledge (history) +28, Knowledge (local) +28, Knowledge (nature) +28, Knowledge (nobility) +28, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +24, Spellcraft +28; Racial Modifiers Perception +6

Languages Common

SQ Outsider Traits

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SPECIAL ABILITIES

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Dark Seed (Sp)

A Biktimaitzaall can bestow on an attack a dark seed, causing 3d6 untyped damage for 4d6 rounds to the target if they do not pass the fortitude save against the DC29. Biktimaitzaal heals for the same amount of damage which he dealt and this ability continues to deal damage until it is removed with DC 30 Heal or Spellcraft check as a move action.

Knowledge-Stealing Strike (Su)

When a 's natural attack or melee weapon damages a creature capable of casting arcane spells, that creature must make a DC 22 will save or become unable to cast arcane spells for 1 round. Once a creature makes this save, it is immune to further knowledge-stealing strikes from that particular The save DC is charisma-based.

White masks(EX):

Everytime a slam hits their target gets marked with a white mask. For every white mask on the creature he deals additional 4 dmg on the slam. For every four masks he gets additional +2 dmg. He has against a marked creature Step Up* and Following Step*.

Outsider Traits

An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.

-Darkvision 60 feet.

-Unlike most living creatures, an outsider does not have a dual nature?its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.

-Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Darksense (Ex)

A gains 'True Seeing' in dim light and darkness. Regardless of light conditions, they can detect living creatures and their health within 60 feet, as 'Blindsense' with 'Deathwatch' continuously active. Mind Blank and Nondetection prevent the Blindsense and Deathwatch effect, but not the true seeing.

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ECOLOGY

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Environment:

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