🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

XevalorgCreature 13


UniqueCELargeAberration
Source Pathfinder #148: Fires of the Haunted City
Perception +19 (darkvision, see invisibility)
Languages Aklo, Terran, Undercommon
Skills Acrobatics +23, Athletics +27, Religion +26, Stealth +23, Survival +24
Str +8, Dex +4, Con +5, Int +2, Wis +7, Cha +4

AC 34; Fort +26; Reflex +20; Will +23;
HP 235
Speed 40 feet (climb 20 feet)

Jaws One Action +27 (+22, +17) to hit (reach 15) 3d12+14 Piercing
Claw One Action +27 (+23, +19) to hit (agile, reach 15) 3d8+14 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.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Attack of Opportunity Reaction

Trigger 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.

Eerie Flexibility

Despite his size, Xevalorg's multiple joints allow him to fit through tight spaces as if he were a Medium creature. While Squeezing, he can move at his full Speed.

Furious Claws Two Actions

Xevalorg makes up to four claw Strikes, each against a different target. These attacks count toward Xevalorg's multiple attack penalty, and the multiple attack penalty doesn't increase until after he makes all his attacks.

Rend One Action

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.


Occult Innate Spellss (DC 33, +27 to hit)

2nd Level: Invisibility, See Invisibility (Constant)
3rd Level: Earthbind, Vampiric Touch
4th Level: Divine Wrath, Freedom of Movement (Constant), Shape Stone
5th Level: Black Tentacles, Wall of Stone
6th Level: Flesh to Stone


A gug's most horrid feature is its barrel-shaped head, which splits vertically to reveal numerous rows of sharp, yellow teeth and an open throat. Its eyes on either side of its head-jaw are small but keen. Bony ridges protect its eyes from the frantic flailing of its prey, as it prefers meals of raw and writhing meat over fungi and molds. It grips said prey with powerful arms that split at the elbow into a pair of forearms, giving it four clawed paws. These monstrous brutes are covered with shaggy black fur, often crusted with blood and gore.

Although gugs may seem bestial, they have keen and wicked intellects. Gugs lair far underground, but they sometimes come to the surface to hunt during dark nights, either alone or in small groups. As they possess voracious appetites, most gugs consume the creatures they catch, but some instead kidnap their victims and retreat below the surface, leaving only a lingering stench and odd, clawed paw-prints. Victims are taken to rancid lairs marked with strange runes and sacrificed to the gugs' wicked gods of blood, darkness, and nightmares. Dire rumors tell of lightless gug cities made of titanic blocks of stone far underground, where powerful gug leaders preach their vile doctrines to mobs of howling gugs.

Gugs have a strange relationship with ghouls, which seems to date from their shared origin in a distant subterranean world. Gugs live in fear of ghouls, despite towering over them; however, this strange fear doesn't apply to ghasts, whom gugs consume as voraciously as they do other creatures.

Gugs stand 16 feet tall and weigh 2,000 pounds, although they have an eerie, graceful gait that belies their immense size. Their light step and ability to squeeze through very small crannies makes gugs common bogeymen in tales of strange disappearances or bloody massacres.

Some particularly bloodthirsty gugs gain awful powers as gifts from their eldritch patrons. These monsters are known as savants, are never less than 12th level in power, and gain several occult innate spells. Though each savant's precise mix of spells varies, normally, these spells grant invisibility, offer power to manipulate and change rock, or invoke awful and destructive energies upon living flesh.


Traits

Unique

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.