Xecha

Medium fiend, chaotic evil

Armor Class 15 (natural armor)
Hit Points 133 (14d8 + 70)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 20 (+5) 11 (+0) 14 (+2) 16 (+3)

Saving Throws Dex +6, Wis +5, Cha +6
Skills Deception +6, Stealth +6
Damage Resistances cold, fire, lightning
Damage Immunities acid, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
Languages Abyssal, Common, Infernal, telepathy 120 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3

SPECIAL TRAITS

  • Amorphous. The xecha can move through a space as narrow as 1 foot wide without squeezing. Any equipment it is wearing or carrying is left behind when it goes through a space too small for the equipment.
  • Assume the Dead. The xecha can enter the corpse of a Small, Medium, or Large creature that has been dead for less than 24 hours, impersonating that creature for 2d4 days before the body decays. If the xecha takes 15 damage or more on a single turn while inhabiting a body, it must succeed on a DC 15 Constitution saving throw or be ejected from the body, which falls apart and is destroyed. The xecha’s statistics, other than its size, are the same in each body.
  • Magic Resistance. The xecha has advantage on saving throws against spells and other magical effects.
  • Transparent. Even when the xecha is in plain sight, it takes a successful DC 16 Wisdom (Perception) check to spot a xecha that has neither moved nor attacked. A creature that tries to enter the xecha’s space while unaware of it is surprised by the xecha.

ACTIONS

  • Multiattack. The xecha makes two Pseudopod attacks or three Slam attacks.
  • Pseudopod (True Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage plus 7 (2d6) acid damage.
  • Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
  • Sensory Overload (Recharge 5–6). The xecha sends out a psychic pulse. Each creature that isn’t a Construct or Undead within 20 feet of the xecha must make a DC 15 Intelligence saving throw. On a failure, a creature takes 24 (7d6) psychic damage and is blinded and deafened until the end of its next turn. On a success, a creature takes half the damage and isn’t blinded or deafened.

ABOUT

The creature looks like an approximation of a humanoid—but one made entirely of translucent slime, of iridescent greens and blues. A humanoid skull and spine float upright within, as if to mimic a creature with an actual skeletal system.

Xecha serve as spies and infiltrators for their more powerful masters or hired as mercenaries for such roles.

Communal Pools. When not performing missions, xecha merge with others of their kind, forming large, slimy masses in rocky depressions and hollows on their home plane. Xecha prize this form of communion and often lose themselves in the act until called upon by outside forces. This is contrary to the temperament of most fiends, though xecha are still argumentative and contrary.

Masterful Puppeteers. Formless, xecha can pour themselves into a corpse, dissolving away the organs and piloting the shell as a disguise. This ability is their primary means of performing espionage, infiltration, and sabotage. These shells last only a matter of days, though some xecha enjoy the challenge of prolonged missions, thrilling in the challenge of commandeering multiple creatures to maintain their cover.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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