This site is games | books | films

Xacarba ‘Servant of demon lord Abraxas

“Abyssal Abomination: Unleash Chaos with the Xacarba !”

Xacarba
Midjourney

The Xacarba, a monstrous and nightmarish entity from the Abyss, is a towering, three-tailed beast that appears as three rune-covered serpents fused into one colossal, serpent-like body. This grotesque amalgamation of twisted serpents undulates with wicked intent, its six eyes gleaming with malevolence. Each of its three tails ends in a writhing, barbed tip, a testament to its deadly nature. Its scales are a sickly mottled color, reminiscent of the darkest shadows and filth of the Abyss itself.

Fiends of unparalleled manipulation and destruction, Xacarbas revel in sowing chaos and discord. With their infamous ability to redirect spells, they revel in turning allies against one another, watching the chaos unfold as their enemies become instruments of destruction.

In the heat of battle, Xacarbas can be found employing their venomous bite and constricting tails to incapacitate and annihilate their foes. Their very presence exudes an aura of malevolence, and those who cross their path are likely to find themselves ensnared in the Xacarba’s deadly embrace.

Xacarbas are native to the Abyss, and their origins are steeped in mystery and malevolence. These fiends seek power, chaos, and destruction, making them formidable adversaries in the infernal realms they call home.


  • Xacarba 5e
  • Xacarba Pathfinder

Xacarba

Gargantuan fiend (chaotic, evil, extraplanar)

Armor Class 31 (natural armor) Hit Points 210 (20d10 + 100) Speed 40 ft., Climb 20 ft.

STRDEXCONINTWISCHA
29 (+9)21 (+5)21 (+5)26 (+8)22 (+6)24 (+7)

Saving Throws Fort +17, Ref +13, Will +20 Skills Acrobatics +25, Bluff +30, Climb +17, Diplomacy +27, Disguise +27, Intimidate +27, Knowledge (arcana) +31, Knowledge (any two) +31, Linguistics +28, Perception +29, Sense Motive +29, Spellcraft +31, Stealth +16, Use Magic Device +27 Damage Resistances acid, cold, fire Damage Immunities electricity, poison Condition Immunities poison Senses darkvision 120 ft., detect good, low-light vision, scent, true seeing Languages Abyssal, Common, Draconic; telepathy 100 ft.

Challenge 15 (13,000 XP)

Constrict. The Xacarba can constrict creatures it has grappled, dealing 2d6+9 bludgeoning damage.

Redirect Spell. Any creature that attempts to cast a spell within 30 feet of the Xacarba must cast the spell defensively. If the caster fails the concentration check to do so (or if the caster opts to not cast defensively), the Xacarba can choose the target of the spell as an immediate action. The new target must be a legal target – if there’s no legal alternative target to choose from, this ability cannot be used.

Spell-Like Abilities. The Xacarba’s spellcasting ability is Intelligence (spell save DC 25). It can innately cast the following spells, requiring no material components:

  • Constant: arcane sight, detect good, true seeing
  • At will: detect thoughts (DC 19), greater teleport (self plus 50 lbs. of objects only), invisibility, suggestion (DC 20)
  • 3/day: charm monster (DC 21), mass suggestion (DC 23), scrying (DC 21), symbol of pain (DC 22), touch of idiocy, vision
  • 1/day: summon (level 5, 1 hezrou or 1d4 succubi, 50%)

Poison. Bite: injury; save Fort DC 25; frequency 1/round for 6 rounds; effect one chosen by the Xacarba from three options; cure 2 consecutive saves.

  • Fiendish Bile: effect 1d4 Strength damage (good-aligned creatures also take 2d8 points of damage).
  • Mysterious Blood: effect 1d4 Dexterity and 1d4 Wisdom damage plus confusion for 1 round.
  • Vile Disjunction: effect targeted greater dispel magic (CL 18th) on the creature.

Change Shape. The Xacarba can use its action to polymorph into a Small or Medium humanoid, but it retains one serpentine trait, which negates the bonus to Disguise checks. This ability is similar to the alter self spell but is a polymorph effect.

Actions Multiattack. The Xacarba makes three attacks: one with its bite and two with its tail slap.

Bite. Melee Weapon Attack: +25 to hit, reach 15 ft., one target. Hit: 33 (3d8+9) piercing damage plus poison.

Tail Slap. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 22 (2d8+4) bludgeoning damage.

Reactions Redirect Spell. As described in the Redirect Spell ability.

Legendary Actions The Xacarba can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Xacarba regains spent legendary actions at the start of its turn.

  • Slither. The Xacarba moves up to its speed without provoking opportunity attacks.
  • Spellcasting. The Xacarba casts a spell from its list of spell-like abilities.
  • Attack. The Xacarba makes one tail slap attack.

Legendary Resistance (3/Day). If the Xacarba fails a saving throw, it can choose to succeed instead.

Notes

  • When the Xacarba polymorphs into a humanoid, it always retains a noticeable serpentine trait, negating the bonus to Disguise checks.
  • The Xacarba’s poison has three different effects, and the Xacarba chooses which one to apply when it bites a creature.
Xacarba
black, three-tailed, six-eyed, brightly rune-backed, three headed serpent, melded together into one body. – AI Generated Artwork – NightCafe Creator

This towering, three-tailed, six-eyed beast seems like three rune-backed serpents partially melded together into one body.

Source: Pathfinder d20pfsrd.com

Fiends hailing from the darkest reaches of the Abyss, xacarbas are manipulation and destruction intertwined. With their infamous ability to redirect spells, these serpentine goliaths wreak havoc on the mind as well as the body, turning allies against one another and reveling in the destruction doing so produces.


Xacarba CR 15
XP 51,200

CE Gargantuan outsider (chaotic, evil, extraplanar)

Init +9; Senses arcane sight, Darkvision 120 ft., detect good, Low-Light Vision, Scent, true seeing; Perception +29
DEFENSE
AC 31, touch 12, flat-footed 25 (+5 Dexterity, +1 Dodge, +19 natural, –4 size)

hp 210 (20d10+100)

Fort +17, Ref +13, Will +20

DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 26
OFFENSE
Speed 40 ft., Climb 20 ft.

Melee bite +25 (3d8+9 plus poison), 3 tail slaps +20 (2d8+4 plus grab)

Space 20 ft.; Reach 15 ft.

Special Attacks constrict (2d6+9), redirect spell

Spell-Like Abilities (CL 18th; concentration +25)  

Constant – arcane sight, detect good, true seeing  

At will – detect thoughts (DC 19), greater teleport (self plus 50 lbs. of objects only), invisibility, suggestion (DC 20)  

3/day – charm monster (DC 21), mass suggestion (DC 23), scrying (DC 21), symbol of pain (DC 22), touch of idiocy, vision

1/day – summon (level 5, 1 hezrou or 1d4 succubi, 50%)
STATISTICS
Strength 29, Dexterity 21, Constitution 21, Intelligence 26, Wisdom 22, Charisma 24

Base Atk +20; CMB +33 (+37 grapple); CMD 49 (can’t be tripped)

Feats Combat Reflexes, Dodge, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Vital Strike

Skills Acrobatics +25 (+29 jump), Bluff +30, Climb +17, Diplomacy +27, Disguise +27, Intimidate +27, Knowledge (arcana) +31, Knowledge (any two) +31, Linguistics +28, Perception +29, Sense Motive +29, Spellcraft +31, Stealth +16, Use Magic Device +27

Languages Abyssal, Common, Draconic; telepathy 100 ft.

SQ change shape (any humanoid as a swift action, but always retains one serpentine trait that negates the bonus to Disguise checks; alter self )
SPECIAL ABILITIES
Poison (Su)   Bite -injury; save Fort DC 25; frequency 1/round for 6 rounds; effect one chosen by the xacarba from three options; cure 2 consecutive saves.  

The save DC is Constitution-based.  

Fiendish Bile: effect 1d4 Strength damage (good-aligned creatures also take 2d8 points of damage).  

Mysterious Blood: effect 1d4 Dexterity and 1d4 Wisdom damage plus confusion for 1 round.  

Vile Disjunction: effect targeted greater dispel magic (CL 18th) on the creature.  

Redirect Spell (Su)   Any creature that attempts to cast a spell within 30 feet of a xacarba must cast the spell defensively. If the caster fails the concentration check to do so (or if the caster opts to not cast defensively), the xacarba can choose the target of the spell as an immediate action. The new target must be a legal target – if there’s no legal alternative target to choose from, this ability cannot be used.
ECOLOGY
Environment any land (Abyss)

Organization solitary

Treasure standard

Section 15: Copyright Notice – Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Scroll to Top