Hooklimb XulgathCreature 10
Source Pathfinder #153: Life's Long Shadows
Perception +18 (darkvision)
Languages Draconic, Undercommon
Skills Acrobatics +25, Athletics +21, Intimidation +16, Stealth +19, Survival +16
Str +7, Dex +5, Con +3, Int +0, Wis +2, Cha +0
AC 29; Fort +21; Reflex +21; Will +16;
HP 190
Speed 25 feet (climb 25 feet)
Jaws +22 (+17, +12) to hit 1d6+13 Piercing
Claw +22 (+18, +14) to hit (agile) 2d8+13 Slashing
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.
Quick CatchThe hooklimb always critically succeeds at checks to Grab an Edge.
Attack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Powerful Stench (aura, olfactory)30 feet Aura
A creature that enters the area must attempt a DC 28 fortitude save. On a failure, the creature is Sickened 2, and on a critical failure, the creature is also Slowed 1 for as long as it is sickened. 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.
Raking ClawsThe hooklimb flexes hooklike barbs on its claws. Until the start of the hooklimb's next turn, its claws Strikes deal an additional 1d10 Persistent Bleed Damage.
RendStrike: Claw
A Rend entry lists a Strike the monster has.
Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
Effect The monster automatically deals that Strike's damage again to the enemy.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.