GulzashCreature 4
Source Pathfinder #164: Hands of the Devil
Perception +10 (darkvision)
Languages Common, Draconic, Undercommon
Skills Athletics +12, Intimidation +10, Performance +12, Stealth +10
Str +4, Dex +2, Con +1, Int +0, Wis +2, Cha +2
AC 20; Fort +11; Reflex +10; Will +13;
HP 72
Speed 30 feet
Battle Lute +14 (+9, +4) to hit (shove, two hand d8) 1d4+6 Bludgeoning
Jaws +13 (+8, +3) to hit 1d6+6 Piercing
Claw +13 (+9, +5) to hit (agile) 1d4+6 Slashing
Dagger +13 (+9, +5) to hit (agile, versatile s) 1d4+6 Piercing
Dagger +11 (+7, +3) to hit (agile, thrown 10, versatile s) 1d4+6 Piercing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Stench (aura, olfactory)30 feet Aura
A creature that enters the area must attempt a DC 20 fortitude save. On a failure, the creature is Sickened 1, and on a critical failure, the creature also takes a -5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a -2 circumstance penalty to saves to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all xulgaths' stenches for 1 minute.
Effect: Xulgath Stench
Stench SuppressionGulzash can suppress or resume his stench as a free action.
MoshGulzash Leaps to a square adjacent to a creature, then Shoves that creature. If Gulzash rolls a success on the Shove, he gets a critical success instead.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.