Unflinching Evil

Tuesday, December 6, 2011

When brainstorming a new hardcover bestiary, we have many goals. These books give us an opportunity to support new Adventure Paths and other products. A new 300-plus-page volume of monsters gives us a chance to delve deep into the world’s mythologies and find new and interesting creatures from stories around the world. We get to express our love for classic creatures, exploring the genre’s rich history and smoothing out some of its wackiness. But it also gives us the opportunity to be evil.

And we love us some evil.

Monsters have the potential to take on a number of roles in the Pathfinder Roleplaying Game. They can help a GM illuminate his or her campaign world. Monsters can serve as the impetus for adventure, calling the characters to quests with both words and actions. There is little doubt, though, that the chief job of monsters is to bring the hurt. Some of the best monsters are unflinching in their evil, and that’s the way we like them. While any monster has the potential for true evil, few fill that role like undead. And Bestiary 3has a large portion of undead. From the life-draining hollow serpent, to the soul trapping demilich, to the ship-wreaking sea bonze, all of these monsters have an all-consuming hatred for living things and the living world that has forsaken them. Even on the rare occasions where diplomacy is employed and parley is engaged, all but the most hopeful or deluded adventurer knows that an encounter with undead is doomed to end in the destruction of that corrupt thing or with character death. Their foul nature leaves little room for any middle ground. Even the gun-toting pale stranger—a gunslinger risen from the grave to right some past wrong—is corrupt, evil, and must eventually be put down to make the world a better, safer place.

So if you are like me, you love your monsters purely evil, and like to unleash hordes of unredeemable and creepy undead at your party, you are going to like what you find when you crack open Bestiary 3. While Halloween is long gone, consider celebrating a nightmarish holiday season with the ghastly things you find within its pages. You can start with this one: the tzitzimitl, and creature of apocalyptic evil, which exists only to blot out the sun and end all life that dares come across its path.


Illustration by Kieran Yanner

Tzitzimitl CR 19

XP 204,800
NE Gargantuan undead
Init +9; Senses arcane sight, darkvision 60 ft., true seeing; Perception +31

Defense

AC 35, touch 11, flat-footed 30 (+5 Dex, +24 natural, –4 size)
hp 319 (22d8+220); fast healing 15
Fort +17, Ref +14, Will +19
Defensive Abilities channel resistance +4, light to dark; DR 15/bludgeoning and good; Immune cold, electricity, undead traits; Resist fire 15; SR 30

Offense

Speed 50 ft., fly 60 ft. (good)
Melee bite +26 (2d8+14 plus 3d6 electricity and energy drain), 2 claws +27 (2d6+14/19–20 plus 3d6 electricity)
Ranged eye beam +17 touch (10d6 electricity and 10d6 force)
Space 20 ft.; Reach 20 ft.
Special Attacks eclipse, energy drain (2 levels, DC 31)
Spell-Like Abilities (CL 19th; concentration +29)
  Constant—arcane sight, fly, true seeing
  At will—bestow curse (DC 24), deeper darkness
  3/day—animate dead, contagion (DC 23), greater teleport, haste
  1/day—create undead, temporal stasis (DC 28), wail of the banshee (DC 29)

Statistics

Str 39, Dex 21, Con —, Int 20, Wis 23, Cha 30
Base Atk +16; CMB +29; CMD 44
Feats Awesome Blow, Combat Reflexes, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Lightning Reflexes, Point-Blank Shot, Power Attack, Precise Shot, Vital Strike, Weapon Focus (claw)
Skills Fly +35, Knowledge (arcana) +28, Knowledge (nature) +27, Knowledge (planes) +25, Knowledge (religion) +30, Perception +31, Sense Motive +31, Spellcraft +23, Survival +21, Use Magic Device +30
Languages Abyssal, Aklo, Celestial, Common

Ecology

Environment any
Organization solitary
Treasure standard

Special Abilities

Eclipse (Su) Anytime a tzitzimitl casts deeper darkness, any creatures in the area of darkness when it is created take 8d6 points of cold damage (DC 31 Fortitude for half). Any creature that takes damage from this effect becomes staggered as long as it remains in the area of darkness and for 1d4 rounds after it leaves that area. The save DC is Charisma-based.
Eye Beam (Su) As a standard action, a tzitzimitl can fire a glowing beam of force from its eyes at a range of 100 feet as a ranged touch attack dealing 10d6 points of force damage and 10d6 points of electricity damage.
Light to Dark (Su) As an immediate action up to three times per day, a tzitzimitl can convert a positive energy effect that affects it into negative energy. Doing so transforms the entire effect, such that it affects other creatures as well. A tzitzimitl can transform channeled positive energy in this way even if the positive energy would not otherwise harm it.

Stephen Radney-MacFarland
Designer

More Paizo Blog.
Tags: Design Tuesdays Kieran Yanner Pathfinder Roleplaying Game
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Ravingdork wrote:
Whoa. Can it Vital Strike its eye beams?

I hope so. I used it with the lesser jabberwock(sp?).

Dark Archive

Quote:
Light to Dark (Su) As an immediate action up to three times per day, a tzitzimitl can convert a positive energy effect that affects it into negative energy. Doing so transforms the entire effect, such that it affects other creatures as well. A tzitzimitl can transform channeled positive energy in this way even if the positive energy would not otherwise harm it.

Since the wording restricts it to affecting positive energy effects that affect it, at least it won't be able to affect channeling effects that heal the living, only attempts to use channeled positive energy to damage it.

A version of this power that allowed it to seize control of channeled positive energy effects in it's area that healed the living, and turned it into negative energy that healed itself instead, could be cruel.

And a version that allowed the negative energy to both heal the undead *and* harm the living, at the same time (like back in Beta), would be mega-cruel!

Paizo Employee Director of Game Development

Sgmendez wrote:
My question is where is the representation of the fertility aspect of them?

I got permission to post some of the cut material, but it should be noted that not every thing from real world folklore translates well into game material. For one, a creature with the undead type having a relation to childbirth is a bit off. Space on a page is a big factor too, of course. Not everything can be used. From the folkloric tale, these guys would be sort-of outsiders, but since they're from the Material, they're not really outsiders (at least this incarnation, since the folklore posits them as quasi-deities).

Now, I LOVE making monsters from our real-world folklore, but it doesn't always translate to useful stats everytime. There are a ton of weird, contradictory, and just plain strange stories people made up about the powerful, divine, or incomprehensible aspects of life.

While not canon, here's the raw paragraph relating to the real-world folkloric basis:

Spoiler:
Tzitzimitls possess a strange connection with fertility, and in civilizations aware of these creatures, midwives frequently carry small statues of tzitzimitls and whisper words of respect to the star-eaters. These cultures also hold ceremonies celebrating a symbolic defeat of tzitzimitls, singing praises to the sun for staving off what they see as the end of the world, for if the tzitzimitls were allowed to, they would eat the sun and plunge the world into darkness. While this falls more into folklore and superstition than reality, tzitzimitls do visit worlds and spread darkness and destruction. They rarely visit when the land is parched, thus the creatures do not come to the surface in desert regions. In an apparent connection to water, tzitzimitls visit during rainy seasons, visiting at night or during eclipses.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Set wrote:
Quote:
Light to Dark (Su) As an immediate action up to three times per day, a tzitzimitl can convert a positive energy effect that affects it into negative energy. Doing so transforms the entire effect, such that it affects other creatures as well. A tzitzimitl can transform channeled positive energy in this way even if the positive energy would not otherwise harm it.

Since the wording restricts it to affecting positive energy effects that affect it, at least it won't be able to affect channeling effects that heal the living, only attempts to use channeled positive energy to damage it.

A version of this power that allowed it to seize control of channeled positive energy effects in it's area that healed the living, and turned it into negative energy that healed itself instead, could be cruel.

And a version that allowed the negative energy to both heal the undead *and* harm the living, at the same time (like back in Beta), would be mega-cruel!

Look at your quote again. I've bolded the pertinent section. Turning a party's healing channel energy against itself is THE INTENT of the ability. Consider it an exception to the rule that a positive energy effect must effect it. It merely needs to be in the area of effect.


Now that we have had a preview for Beastairy 3 that is a Dragon, Magical Beast, Plant, Aberration, Humaniod(Giant), Outsider, Ooze, and Undead, I hope the next one will be a Fey, Monstrous Humaniod, or Outsider(Elemental).


What I want to know is, what kind of horrific mortal has it's remains and soul transformed into THIS UTTER ABOMINATION after death? Assuming of course these things are born from the deaths of completely corrupt and utterly evil mortals to begin with and not some primal demiurge of the night's lust to destroy all light instead!

Dark Archive

Sgmendez wrote:
My question is where is the representation of the fertility aspect of them?

.

I thought that part was obvious.

When thier PCs are all dead the players will all go home with thier heads bowed and to ease the pain they will need some lovin from thier sinificant others to ease the pain.

Please make this a FAQ.

Dark Archive

Adam Daigle: you penned one sexy beast, you sexy beast.

Please mark this as a FAQ.

;)


Quote:
When their PCs are all dead the players will all go home with thier heads bowed and to ease the pain they will need some lovin from thier sinificant others to ease the pain.

Truly there IS SOMETHING TO BE SAID about the benefits of companionship with a member of the fairer sex. ^_~


Quote:
Whoa. Can it Vital Strike its eye beams?

Nope. It can't.

Quote:
I hope so. I used it with the lesser Jabberwock's Sp.

Neither can the Jabberwock either.


James Jacobs wrote:
and let a channeled energy "affect" the critter... even though the tzitzimitl gains no benefit from the energy if it's being used to heal allies

I know that you encourage house rules and that language doesn't always translate rules well, and I am happy to see it clarified that you have to choose to either heal the living or harm undead.

However, the monster talks about energy "that affects it", to affect means it has to influence, alter or harm. A cleric channeling positive energy to heal its allies does nothing at all to undead, neither by rules, nor by fluff description.
I'm not saying you're wrong, as you must know the intent better than I do, but how is someone supposed to get such an interpretation without reading the messageboard?

(also I can't find where it says that cure spells damage undead, I know it should be the case, but my bestiary (p.310) only says that inflict heals them)

Edit:
okay, just now read that last sentence on the ability which states exactly that exception, my bad. Now I'll get some sleep.


1 person marked this as a favorite.
Mikaze wrote:
But, I really would like to see some interesting non-evil undead too. It sounds like they're definitely going to be a no-show though. :( The pale rider certainly sounds cool, I just wish it didn't get pushed as having to be evil.

Not me. Thematically, that seems to completely miss the point of the undead.

Mikaze wrote:
Here's hoping for some darkness-themed/ugly/weird/alien-looking celestials at least.

And that misses the point thematically of celestials.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Zhangar wrote:


Also, OW if the cleric is careless and includes the thing in a Mass Heal. That would sting a bit...

It would be almost impossible not to if you're going to heal your buddy who's trying to fight the thing.

Interesting question is whether selective channeling would help here.


Ah... it's nice to know that I am a CR 19... and at least this time I don't have to wear a snake through my hip bones

Silver Crusade

2 people marked this as a favorite.
Hobo wrote:
Mikaze wrote:
But, I really would like to see some interesting non-evil undead too. It sounds like they're definitely going to be a no-show though. :( The pale rider certainly sounds cool, I just wish it didn't get pushed as having to be evil.
Not me. Thematically, that seems to completely miss the point of the undead.

No it doesn't.

The theme of undead is that they are beings that are stuck in an undead state most by unnatural means. The whole pushing of undead having to be evil is something 3.x hoisted on us and unfortunately PF has run with entirely. Forcing all undead to be evil not only wrecks some very cool older settings(Jakandor for example), it also shuts out a lot of great stories that pull from folklore, mythology, and literature.

Heck, look at the Crypt Thing. Neutral throughout the history of the game. Suddenly, bam, evil. :( All I'm asking for is that this new absolute get relaxed eventually so we can have those interesting non-evil undead back. Some of us quite liked them.

Unfortunately this approach isn't even restricted to undead. My favorite fey of all time, the Forlarren, was an awesome creature that was made for some awesome drama about struggling inner natures. Now it's been simplified to an entirely evil creature with a peculiar handicap.

Hobo wrote:
Mikaze wrote:
Here's hoping for some darkness-themed/ugly/weird/alien-looking celestials at least.
And that misses the point thematically of celestials.

No it doesn't.

The theme of celestials is that they represent Good in all its myriad forms.

Darkness, ugliness, weirdness, or alien appearance or behavior do absolutely nothing that contradicts Good on their own.

Having celestials with those traits would not miss the point of what celestials are about. It would show that good can come in many forms. It would show that good can come in unexpected forms. It would show good's variation in a setting that has multiple planes of existance and countless alien worlds in it. It would show that good is not the sole domain of the beautiful people.

Good is not about light or brightness. Good is not about being beautiful. Good is not about being conventional or familiar.

Good is about compassion, mercy, respect for life, things more important than superficial appearance or obeying norms that have no moral weight.

It would show that Good is more than just a suit and a certain look.

To say that those things would make celestials not celestials is to severely sell them and Good short.

Planescape had the zoveri and busen, and they were plenty awesome. I know Paizo can come up with some great celestials that could more than match them for their weirdness.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
LazarX wrote:
Zhangar wrote:


Also, OW if the cleric is careless and includes the thing in a Mass Heal. That would sting a bit...

It would be almost impossible not to if you're going to heal your buddy who's trying to fight the thing.

Interesting question is whether selective channeling would help here.

Selective Channeling WILL protect you from its light to dark ability.

Did nobody read the developer post above??? I thought everyone followed those like flies on a butcher's cart.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Mikaze wrote:

The theme of undead is that they are beings that are stuck in an undead state most by unnatural means. The whole pushing of undead having to be evil is something 3.x hoisted on us and unfortunately PF has run with entirely. Forcing all undead to be evil not only wrecks some very cool older settings(Jakandor for example), it also shuts out a lot of great stories that pull from folklore, mythology, and literature.

Heck, look at the Crypt Thing. Neutral throughout the history of the game. Suddenly, bam, evil. :( All I'm asking for is that this new absolute get relaxed eventually so we can have those interesting non-evil undead back. Some of us quite liked them.

The meme of undead being evil was not invented by 3.5, or even D&D. The classic trope of the undead state is that even good people become evil as undead because of it's "ungodly" or "unnatural" state and the torment that such a state puts them in.

Classifying undead as evil means that the one sole exception you allow IS truly an exception. I consider the Crypt Thing to have been mislabled in it's former life, although I allow it to be affably evil at times. There's nothing stopping an evil lich from being in a position to be an asset rather than opposition IN THE RIGHT CIRCUMSTANCES.

Silver Crusade

Pathfinder Adventure Path Subscriber

Dunno if it's a good idea for Good outsiders to have looks that can make an average PC party roll for initiative before the celestial in question has a chance to properly introduce itself.

And "sorry, that tentacled cthulhuoid thing you just one-rounded was actually a LG angel, sucks to be you for not plastering it with detect good beforehand" is a cheap and low trick. Even for an anal GM like myself.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Gorbacz wrote:

Dunno if it's a good idea for Good outsiders to have looks that can make an average PC party roll for initiative before the celestial in question has a chance to properly introduce itself.

And "sorry, that tentacled cthulhuoid thing you just one-rounded was actually a LG angel, sucks to be you for not plastering it with detect good beforehand" is a cheap and low trick. Even for an anal GM like myself.

Agreed. ;P


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Gorbacz wrote:

Dunno if it's a good idea for Good outsiders to have looks that can make an average PC party roll for initiative before the celestial in question has a chance to properly introduce itself.

And "sorry, that tentacled cthulhuoid thing you just one-rounded was actually a LG angel, sucks to be you for not plastering it with detect good beforehand" is a cheap and low trick. Even for an anal GM like myself.

Minus the angel part, you just described Flumphs!

Silver Crusade

Pathfinder Adventure Path Subscriber
Jam412 wrote:
Gorbacz wrote:

Dunno if it's a good idea for Good outsiders to have looks that can make an average PC party roll for initiative before the celestial in question has a chance to properly introduce itself.

And "sorry, that tentacled cthulhuoid thing you just one-rounded was actually a LG angel, sucks to be you for not plastering it with detect good beforehand" is a cheap and low trick. Even for an anal GM like myself.

Minus the angel part, you just described Flumphs!

C'mon, EVERYBODY knows Flumphs are LG! It's as obvious as dragon color-coding for alignment and difficulty. ;-)

The Exchange Kobold Press

Adam, your monster-making-skills are have just leveled up from Exceptional to Supernatural. Very cool monster!

Liberty's Edge

Agreed!

Dark Archive

Ravingdork wrote:
Look at your quote again. I've bolded the pertinent section.
Quote:
Light to Dark (Su) As an immediate action up to three times per day, a tzitzimitl can convert a positive energy effect that affects it into negative energy. Doing so transforms the entire effect, such that it affects other creatures as well. A tzitzimitl can transform channeled positive energy in this way even if the positive energy would not otherwise harm it.

It is possible to affect an undead with a positive energy channeling without harming it, thanks to Turn Undead.

I assumed that's what the bolded line was referring to, rather than make up a new power that contradicts the sentence before it (and alters the way that positive and negative energy channeling work in post-Beta Pathfinder, either harming one creature type *or* healing another, never both).

RPG Superstar 2009 Top 16, 2012 Top 32

Gorbacz wrote:

Dunno if it's a good idea for Good outsiders to have looks that can make an average PC party roll for initiative before the celestial in question has a chance to properly introduce itself.

And "sorry, that tentacled cthulhuoid thing you just one-rounded was actually a LG angel, sucks to be you for not plastering it with detect good beforehand" is a cheap and low trick. Even for an anal GM like myself.

I disagree. It sucks to be them for making unprovoked attacks on a non-hostile creature whose intentions they never attempted to ascertain, just because its skin looked different than theirs.

If my PCs run around, reflexively murdering everything they meet that doesn't look the same as they do, whether it poses a threat to anyone or not, they should expect to lose out on opportunities to gain angels as allies. In fact, they should expect to have angels actively opposing them, because they're playing evil characters.

RPG Superstar 2011 Top 8

If my Kingmaker campaign makes it far enough, this guy is going to be the end game and I already know how to fit him in perfectly.


Set wrote:

It is possible to affect an undead with a positive energy channeling without harming it, thanks to Turn Undead.

I assumed that's what the bolded line was referring to, rather than make up a new power that contradicts the sentence before it.

Except that it contradicts what James says here:

James Jacobs wrote:
A cleric who used the Selective Channel feat to avoid hitting this monster with channeled energy would have nothing to fear. But if the cleric just assumed since it was undead he didn't have to worry and let a channeled energy "affect" the critter... even though the tzitzimitl gains no benefit from the energy if it's being used to heal allies, the energy still "affects" it, and thus the monster would be able to use Light to Dark to make it so that the energy would do negative energy damage to the cleric's allies. Effectively, this changes the cleric's channeled energy option from "use positive energy to heal living creatures" to "use negative energy to harm living creatures." The tzitzimitl would NOT gain healing in this case. It would gain healing if the cleric attempted to harm it with positive energy, though, and the monster then used Light to Dark to change that to negative energy.

I agree that the wording is confusing, but James' clarification isn't.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Set wrote:
Ravingdork wrote:
Look at your quote again. I've bolded the pertinent section.
Quote:
Light to Dark (Su) As an immediate action up to three times per day, a tzitzimitl can convert a positive energy effect that affects it into negative energy. Doing so transforms the entire effect, such that it affects other creatures as well. A tzitzimitl can transform channeled positive energy in this way even if the positive energy would not otherwise harm it.

It is possible to affect an undead with a positive energy channeling without harming it, thanks to Turn Undead.

I assumed that's what the bolded line was referring to, rather than make up a new power that contradicts the sentence before it (and alters the way that positive and negative energy channeling work in post-Beta Pathfinder, either harming one creature type *or* healing another, never both).

That may well be why James Jacobs decided to pop in with a bit of clarification.


I WANT MY BESTIARY 3 HERE IMMEDIATELY! :D

Paizo Employee Creative Director

Ravingdork wrote:
Set wrote:
Ravingdork wrote:
Look at your quote again. I've bolded the pertinent section.
Quote:
Light to Dark (Su) As an immediate action up to three times per day, a tzitzimitl can convert a positive energy effect that affects it into negative energy. Doing so transforms the entire effect, such that it affects other creatures as well. A tzitzimitl can transform channeled positive energy in this way even if the positive energy would not otherwise harm it.

It is possible to affect an undead with a positive energy channeling without harming it, thanks to Turn Undead.

I assumed that's what the bolded line was referring to, rather than make up a new power that contradicts the sentence before it (and alters the way that positive and negative energy channeling work in post-Beta Pathfinder, either harming one creature type *or* healing another, never both).

That may well be why James Jacobs decided to pop in with a bit of clarification.

It is. That amount of clarification text may be needed in this case, where we have an entire messageboard's worth of people ravenous for Bestiary 3 content focusing their combined brains on one single creature's writeup, which will cause all sorts of questions for clarifications like this to pop up. That level of information on exactly how something works covering every possible iteration of every possible encounter simply isn't something we have room to print, if we also want to print art and flavor text.

I made that as clear as I could make it in the shortest amount of text possible while developing the monster. And (as at least one poster confirmed) I suspect lots of folks got confused by not reading all of the text about the power before they ran off to post. It happens.


I wonder if there is an Aztec-inspired country/area/region on Golarion, somewhere in Arcadia?

RPG Superstar 2009 Top 16, 2012 Top 32

Quote:
Light to Dark (Su) As an immediate action up to three times per day, a tzitzimitl can convert a positive energy effect that affects it into negative energy. Doing so transforms the entire effect, such that it affects other creatures as well. A tzitzimitl can transform channeled positive energy in this way even if the positive energy would not otherwise harm it.

In later printings, I'd suggest rephrasing this ability to read something like the following:

Light to Dark (Su) As an immediate action up to three times per day, a tzitzimitl can convert a positive energy effect into negative energy; the effect must be one that either targets the tzitzimitl or includes the tzitzimitl in its area of effect. Doing so transforms the entire effect, such that all affected creatures are subject to negative energy instead of positive energy.

Paizo Employee Creative Director

lordzack wrote:
I wonder if there is an Aztec-inspired country/area/region on Golarion, somewhere in Arcadia?

There absolutely is. Some of that Aztec-inspired stuff is actually in parts of eastern Garund along the Fever Sea, but the bulk is indeed in Arcadia. Probably NORTHERN Arcadia.


James Jacobs wrote:
lordzack wrote:
I wonder if there is an Aztec-inspired country/area/region on Golarion, somewhere in Arcadia?
There absolutely is. Some of that Aztec-inspired stuff is actually in parts of eastern Garund along the Fever Sea, but the bulk is indeed in Arcadia. Probably NORTHERN Arcadia.

Dare I hope that this means the Arcadians have extensive civilizations all round, rather than inexplicably-enduring-after-five-thousand-years-of-traffic-with-Avistan hunter-gatherer/subsistence-farmer tribes as so many other settings insist on? ^.^

Dark Archive

James Jacobs wrote:
And (as at least one poster confirmed) I suspect lots of folks got confused by not reading all of the text about the power before they ran off to post. It happens.

From 'reading all the text' I get;

Quote:
Light to Dark (Su) As an immediate action up to three times per day, a tzitzimitl can convert a positive energy effect that affects it into negative energy. Doing so transforms the entire effect, such that it affects other creatures as well. A tzitzimitl can transform channeled positive energy in this way even if the positive energy would not otherwise harm it.

The options I see are;

A) Cleric channels positive energy to harm the undead. It uses Light to Dark and the positive energy becomes negative energy and harms the living instead, reversing the 'polarity' of the power, but not the Clerics *intent* (to do harm).

B) Cleric channels positive energy to harm the undead. Light to Dark reverses the polarity of the energy *and* the intent, and instead of harming the tzitzmitl, it heals the tzitzimitl.

C) Cleric channels positive energy to harm the undead. The tzitzimitl is not a cleric and doesn't care what the Cleric intended, because it doesn't play by cleric rules, and transforms the positive energy channel to a blast of pure negative energy which *both* heals the undead *and* harms the living.

D) Cleric channels positive energy to harm the undead. The tzitzimitl, using Light to Dark, counts now as being the originator of the effect, and can decide whether the negative energy created is going to heal the undead or harm the living.

I don't feel that I failed to read a sentence in the above-quoted text that stated which of these four options occur, although, obviously, since, as you say, I made a mistake running off to post, I have.

But I'm still not seeing it, so perhaps you could highlight the relevant sentence in the above quote and explain to my simple self how it answers this question.

Apologies for my obtuseness. I'm not trying to be difficult here, I really, honestly do not see how the quoted text answers this.


Cleric channels positive energy to heal his party members. The tzitzimitl is in the area of effect but would not normally be harmed by the positive energy. It still changes the positive energy to negative energy and harms the party members.

I think that's the case called out by the final-sentence qualifier.

EDIT: Never mind, I wasn't understanding your exact issue with the text. Now that I've reread your post, it seems to be with the harm/heal dichotomy which honestly made more sense in Beta, although I understand why they changed it. My impression is that it would reverse the cleric's intent, harm to heal or heal to harm, but you're right that it's not explicit.

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