FREQUENCY: Very rare ([Cold Wilderness
Mountains])
FREQUENCY: Very rare ([Temperate Wilderness
Mountains])
FREQUENCY: Very rare ([Tropical Wilderness
Mountains])
FREQUENCY: Very rare ([Dungeon Level V])
FREQUENCY: Rare ([Ethereal Plane])
NO. APPEARING: 1-6
ARMOR CLASS: 0
MOVE: 15"
HIT DICE: 5
% IN LAIR: 15%
TREASURE TYPE: [C]
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 1-4/1-4/1-4/1-4 or by weapon
type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 70% (but see below)
INTELLIGENCE: Very
ALIGNMENT: Lawful evil
SIZE: M
LEVEL/X.P. VALUE: V | 325 + 5
SAVES: 11.12.13.13.14
Xill are bipedal, flame-red
creatures, with short, powerful bodies and
four arms, all of which can wield weapons
simultaneously. If unarmed,
they figh with four claws for 1-4 HP
of damage each.
The high dexterity of the xill not only
accounts for its low AC
(its natural AC is 4) but also gives the
creature a hit probability of +3 when
attacking (+5 with missiles).
The xill has apparently only one AIM in
life -- to produce young;
the creatures are asexual and reproduce
by producing eggs which must
gain sustenance prior to hatching in the
stomach of a living human <>
or near-human. Thus they will try to snatch
victims alive. <near-human=person?>
Xill have the innate power of etherealness.
They may transfer from
the Ethereal to the PMP
in one segment (6 seconds),
but the reverse process takes two melee
rounds. A xill will usu.
initiate an attack by emerging suddenly
from the Ethereal Plane near
to a chosen victim, achieving surprise
90% of the time. In attacking,
it will USE two of its arms in an attempt
to grapple its victim, while
using the otehr two (which might carry
weapons) to subdue.
The subduing attacks are resolved in the
same way as attacks to subdue a
dragon. Upon announcement of intent to
strike
to subdue, all HP
of damage scored by attakcs on the victim
(from the two
subduing arms) are considered non-fatal
battering/bruising damage.
Each melee round the following fraction
is calculated.
Total number of 'subdual' HP scored
Total number of HP of the victim
The result is converted into a %percentage%,
and that is the %percentage%
chance of the victim being subdued in
that round. %Percentile% dice
are rolled to determine the result and
if the score is less than or
equal to the percentage derived, the victim
is subdued.
The grappling attacks are normal; both
grappling arms must score a
hit for the grapple to be successful,
otherwise it is that the
victim has been able to avoid being grappled.
However if the victim
has previously been subdued, the grappling
attack will always succeed
in the next melee round. If the xill succeeds
in grappling a victim, it
will then inject a paralysing fluid into
his bloodstream through its claws,
(normal save applicable) in the next melee
round. Victims
grappled thus have one melee round to
break free before the fluid is
injected, and they may attempt to do so
by 'saving against strength' --
a d20 is rolled, and if the result is
lower than the victim's strength, he
has escaped from the clutches of the xill.
In summary, the xill attempts to grapple
and paralyse the victim, or
to subdue and grapple him. Once either
of these results has been
achieved, it will attempt to become Ethereal
(and its power to do so
will extend to its paralysed/subdued victim)
and carry the victim to
its lair on the Ethereal Plane
to inject the eggs. During this two-melee-round
transitory period when the xill and its
victim are turning
ethereal, the xill cannot MOVE,
it is vulnerable to magic (i.e. its
magic resistance is reduced to zero) and
can be hit by weapons at -3
hit probability. When the transition is
complete, however, the
creature can only be attacked ethereally
and its normal magic
resistance is restored.
If attacked in its lair on the Ethereal
Plane, the first priority of the xill
will be to SAVE and protect its young
and to remove any egg-bound
prisoners to a safe place, only then attacking
the invaders.
The xill eggs hatch after 1-4 days in the
victim's stomach; for the
next 2-8 days the larvae collectively
inflict 11-20 HP of damage
on the victim per day as they mature and
they then emerge
from the victim, killing him instantly,
as 2-16 small xill which grow
rapidly (1-4 hours) into full-sized creaturs.
Protection from evil will always
succeed, on either plane, in warding
off a xill.
by Brian Asbury