Xixchil, 1st-Level Warrior
Medium Aberration
Hit Dice: 1d8+2 (6 hp)
Initiative: +1 (Dex)
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +1 / +2
Attack: Forelimb blade +2 melee (1d6+1), or attached weapon +2 melee (by weapon+1), or bite +2 melee (1d4+1 plus poison)
Full Attack: 2 forelimb blades +2 melee (1d6+1), or attached weapons +2 melee (by weapon+1), or bite +2 melee (1d4+1 plus poison)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft.
Saves: Fort +4, Ref +1, Will -1
Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 4
Skills: Heal +3*, Spot +1
Feats: Dodge
Environment: Any
Organization: Solitary or surgery (2-5)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often neutral
Advancement: By character class
Level Adjustment: +2

This six-limbed insectiod has a body structure similar to that of a praying mantis.

Xixchil are five foot tall bipeds with four arms. One set is a pair of hook-like blades, the other is a set of smaller, delicate blades for detail work. They have no hand-like manipulators. Their exoskeleton is often upgraded through surgical modification, and may contain gems and precious metals. Their overriding philosophy of "survival of the fittest" leads xixchil to improve themselves through these modifications. Xixchil speak Common and their own language.


Xixchil attack with their primary forelimbs or with any weapons they may have attached in their place. (These weapons are identical in function to those listed in the Player's Handbook, but cannot be disarmed.) Xixchil also often harden their exoskeletons with precious metals and gems, giving them a higher natural armor bonus. This natural armor bonus can go as high as +9. (See Xixchil Body Manipulation for more information on these modifications.)

Poison (Ex): A xixchil's basic poison is meant to incapacitate its opponent. Injury, Fortitude DC 11, initial damage 1d4 Dex and no secondary effects. The save DC is Constitution-based.

Xixchil can produce a person-specific poison and deliver it with their bite. To tailor the poison, a xixchil must first succeed with a bite attack. On the following round, the DC to resist the poison by the individual it was tailored for goes up by 4 (to DC 15). Injury, Fortitude DC 15, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

Xixchil can also use this ability to produce a tailored anesthetic. A xixchil can produce three plus their Con bonus doses of either tailored poison or anesthetic per day.

Skills: * Xixchil treat Heal as a class skill regardless of their class.

Xixchil as Characters

Most xixchil with class levels are rogues or wizards.

Xixchil characters possess the following racial traits.

The xixchil warrior presented here had the following ability scores before racial adjustment: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

In the Spheres

Xixchil are body modification specialists, and are renowned for their surgical ability. Space hands also seek them out for intricate tattoos they create.