Resin-seep XulgathCreature 10
Source Pathfinder #153: Life's Long Shadows
Perception +19 (darkvision)
Languages Draconic, Undercommon
Skills Acrobatics +23, Athletics +20, Intimidation +16, Survival +19, Thievery +21
Str +4, Dex +5, Con +3, Int +1, Wis +3, Cha +0
AC 30; Fort +19; Reflex +23; Will +17;
HP 195
Speed 25 feet
Weaknesses Acid 10, Slashing 10
Dagger +21 (+17, +13) to hit (agile, finesse, magical, versatile s) 2d4+11 Piercing
Jaws +20 (+15, +10) to hit 1d8+11 Piercing
Claw +20 (+16, +12) to hit (agile, finesse) 1d6+11 Slashing
Dagger +21 (+17, +13) to hit (agile, magical, thrown 10, versatile s) 2d4+11 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.
Resin Crust (incapacitation, poison)A creature damaged by a resin-seep xulgath's jaws or claw Strike must succeed at a DC 28 reflex save or be covered with clumps of noxious resin, taking 2d8 poison damage and a -15-foot penalty to its Speeds for 1 minute (on a critical failure, the creature is also Clumsy 1 for 1 minute). The creature is Sickened 1 for as long it has a Speed penalty. A creature can spend an Interact action to scrape the resin off, decreasing the Speed penalty by 5 with each such action.
Resin Spray (poison)The resin-seep xulgath flexes its pores and emits a 30-foot line of resin that deals 3d12 poison damage and knocks the target 5 feet back (DC 28 basic reflex save; on a success or critical success the target isn't knocked back, and on a critical failure the target is knocked back 10 feet). The resin-seep xulgath can't use Resin Spray again for 1d4 rounds.
Xulgath Bile (poison)Saving Throw DC 28 fortitude
Maximum Duration 1 hour
Stage 1 Fatigued (1 minute).
Stage 2 Fatigued and Unconscious (1 minute).
Dev Note: Xulgath Bile is not included on this creature's original stat block except for the ranged dagger strike. We have included it here to allow GMs to choose to use it. It is a copy from Xulgath Bilebearer and the DC has been increased to match this level.
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.