Vampiric Ixitxachitl Mob CE Gargantuan Aberration (Aquatic)
Init +0; Senses Listen +3, Spot +3, Darkvision 60ft.
AC 12, touch 10, flat-footed 8; Dodge
hp 165 (30 HD)
Fort +10 Ref +12 Will +18
Speed 20ft. swim
Melee Swarm plus energy drain
Base Atk +22, Grp
Abilities Str 12, Dex 16, Con 13, Int 10, Wis 10, Cha 7
Skills Knowledge (nature) +3, Listen +3, Spot +3, Swim +9, and Tumble +6
Feats Dodge, Improved Bull Rush, Improved Overrun
Energy Drain (Su): Any living creature hit by a vampiric ixitxachitl's bite attack gains one negative level. For each negative level bestowed, the vampiric ixitxachitl heals 5 points of damage. If the amount of healing is more than the damage the creature has taken, it gains any excess as temporary hit points. If the negative level has not been removed (with a spell such as restoration) before 24 hours have passed, the afflicted opponent must succeed at a Fortitude save (DC 12) to remove it. (The vampiric ixitxachitl uses its Constitution modifier instead of its Charisma modifier to determine the save DC.) Failure means the opponent's level (or Hit Dice) is reduced by one.
Fast Healing (Ex): A vampiric ixitxachitl regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the vampiric ixitxachitl to regrow or reattach lost body parts.
Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A mob is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a creature and doesn't end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes damage equal to r. The victim can either make an attack of opportunity against the mob or make a Reflex save DC26 to take half damage.
Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed.
Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to O hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration ), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells.
Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. if a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual's fate, simply roll d%: a result of 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a roll of 61-100 indicates the victim escapes relatively unscathed.
Init +0; Senses Listen +3, Spot +3, Darkvision 60ft.
AC 12, touch 10, flat-footed 8; Dodge
hp 165 (30 HD)
Fort +10 Ref +12 Will +18
Speed 20ft. swim
Melee Swarm plus energy drain
Base Atk +22, Grp
Abilities Str 12, Dex 16, Con 13, Int 10, Wis 10, Cha 7
Skills Knowledge (nature) +3, Listen +3, Spot +3, Swim +9, and Tumble +6
Feats Dodge, Improved Bull Rush, Improved Overrun
Energy Drain (Su): Any living creature hit by a vampiric ixitxachitl's bite attack gains one negative level. For each negative level bestowed, the vampiric ixitxachitl heals 5 points of damage. If the amount of healing is more than the damage the creature has taken, it gains any excess as temporary hit points. If the negative level has not been removed (with a spell such as restoration) before 24 hours have passed, the afflicted opponent must succeed at a Fortitude save (DC 12) to remove it. (The vampiric ixitxachitl uses its Constitution modifier instead of its Charisma modifier to determine the save DC.) Failure means the opponent's level (or Hit Dice) is reduced by one.
Fast Healing (Ex): A vampiric ixitxachitl regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the vampiric ixitxachitl to regrow or reattach lost body parts.
Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A mob is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a creature and doesn't end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes damage equal to r. The victim can either make an attack of opportunity against the mob or make a Reflex save DC26 to take half damage.
Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed.
Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains negative levels equal to its Hit Dice breaks up as if reduced to O hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration ), but never result in permanent level loss. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells.
Although mobs are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the mob. if a mob is dispersed by nonlethal attacks, there are no casualties. If the mob is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual's fate, simply roll d%: a result of 01-30 indicates death, 31-60 indicates the victim is reduced to 0 hit points, and a roll of 61-100 indicates the victim escapes relatively unscathed.
