http://www.wizards.com/dnd/images/MM...M35_PG259b.jpg
Xill
Hit Die:d8
Skills:4+Int modifier, (4+Int modifier)*4 at first level. The Xill's class skills are: Balance(Dex), Climb(Str), Diplomacy(Cha), Escape Artist(Dex), Intimidate(Cha), Listen(Wis), Move Silently(Dex), Sense Motive(Wis), Spot(Wis), Tumble(Dex), Use Rope(Dex).
{table=head]
Level|
Base Attack<br>Bonus|
Fort Save|
Ref Save|
Will Save|
Special
1st|
+1
|
+2
|
+0
|
+0
|Xill Body
2nd|
+2
|
+3
|
+0
|
+0
|Multiattack, +1 Dex
3rd|
+3
|
+3
|
+1
|
+1
|Improved Grab
4th|
+4
|
+4
|
+1
|
+1
|Paralysis, +1 Str
5th|
+5
|
+4
|
+1
|
+1
|Implant, +1 Dex
6th|
+6
|
+5
|
+2
|
+2
|Planewalk, +1 Con[/table]
Xill Body
Upon entering this class, a creature loses all of its racial abilities. It gains the Outsider type and its traits (Darkvision 60ft (Ex), proficiency with Simple and Martial Weapons, Light Armour and Shields (except Tower Shields)). Its size changes to Medium. A Xill has four arms with hands suitable for weilding weapons or for the somatic components of spells. It has four claw attacks which deal 1d4 damage plus the Xill's Strength modifier. It also has a bite attack, which deals no damage but can eventually deliver a paralysing venom. Finally, it gains a Natural Armour bonus to its Armour Class equal to half it's Con modifier or +2, whichever is higher.
Multiattack
A Xill gains Multiattack as a bonus feat. If they already have this feat, they may select one feat of their choice. In addition a Xill gains Multiweapon Fighting any time it would normally gain the Two-Weapon Fighting feat.
Improved Grab (Ex)
To use this ability, a xill must hit with one or more claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It receives a +2 bonus on the grapple check for each claw that hits. If it wins the grapple check and maintains the hold in the next round, it automatically bites the foe at that time.
Paralysis (Ex)
Those bitten by a xill must succeed on a Fortitude save (DC 10+1/2HD+Con modifier) or be paralyzed for 1d4 hours.
Implant (Ex)
As a standard action, a xill can lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside, acting like a Destruction spell (DC 10+1/2HD+Con modifier). A remove disease spell rids a victim of the egg, as does a Heal check (DC 10+2*HD+Con modifier). If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
Planewalk (Su)
These planar travelers like to slip between the folds of space to attack enemies as though from thin air. They can cross from the Ethereal Plane with a move action but take 2 rounds to cross back, during which time they are immobile. As a xill fades away, it becomes harder to hit: Opponents have a 20% miss chance in the first round and a 50% miss chance in the second. A xill can planewalk with a willing or helpless creature.