Xill sorcerous curious sick of the material plane, but curious about the future of Numeria?


XP 3,200
Female xill sorcerer 2 (Pathfinder RPG Bestiary 283)
LE Medium outsider (evil, native)
Init 9; Senses darkvision 60 ft.; Perception +16
AC 21, touch 16, flat-footed 15 (
5 Dex, 1 dodge, +5 natural)
hp 80 (11 HD; 9d10
Fort 8, Ref +11, Will +10
SR 17
Weaknesses cursed flesh
Speed 40 ft.
Melee longsword +12/
7 (1d8+3/19–20), longsword 12
3/19–20), laser torch 12 touch (1d10 fire1/×3), bite 12
3 plus paralysis), claw 12 (1d43 plus grab)
Special Attacks implant, paralysis (1d4 hours, DC 17)
Bloodline Spell-Like Abilities (CL 2nd; concentration +4)
5/day—minute meteors
Sorcerer Spells Known (CL 2nd; concentration +4)
1st (5/day)—charm person (DC 13), ray of enfeeblement (DC 13)
0 (at will)—acid splash, detect magic, mage hand, mending,
Bloodline starsoul
During Combat Zagmaander uses charm person at the start
of a fight, but once a battle is underway, she resorts to
paralysis and rays of enfeeblement to subdue foes. She uses
Arcane Strike when attacking, but generally does so to deal
nonlethal damage (taking a –4 penalty on her attack rolls)
so she can preserve living victims for her eggs. If reduced
to fewer than 40 hit points, however, the xill abandons this
tactic and uses lethal force.
Morale Zagmaander fights to the death unless she’s
had her curse removed. If freed of her curse, she
flees combat if reduced to fewer than 30 hit points
and then planewalks back to the Ethereal Plane as
soon as she feels safe enough to escape in this way.



Iron Gods: The Choking Tower Eak Eak