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Xulgath BilebearerCreature 2


CEMediumHumanoidXulgath
Source Pathfinder #151: The Show Must Go On
Perception +6 (darkvision)
Languages Draconic, Undercommon
Skills Acrobatics +8, Athletics +6, Deception +5, Stealth +8, Thievery +8
Str +2, Dex +4, Con +2, Int +1, Wis +0, Cha -1

AC 18; Fort +8; Reflex +10; Will +4;
HP 30
Speed 25 feet

Jaws One Action +10 (+5, +0) to hit 2d4+4 Piercing
Claw One Action +10 (+6, +2) to hit (agile) 1d6+4 Slashing
Dagger One Action +12 (+8, +4) to hit (agile, finesse, versatile s) 1d4+4 Piercing
Dagger One Action +12 (+8, +4) to hit (agile, finesse, thrown 10, versatile s) 1d4+4 Piercing

Stench (aura, olfactory)

30 feet Aura


A creature entering the aura must attempt a DC 16 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' stench for 1 minute.

A xulgath bilebearer can activate or deactivate its stench aura as a free action.

Effect: Xulgath Stench

Putrid Blast Two Actions (olfactory, poison)

Frequency once per minute


Effect All adjacent creatures must attempt a DC 18 fortitude save. On a failure, the creature is Slowed 1 (Slowed 2 on a critical failure) until the end of its next turn and takes a -2 circumstance penalty to Fortitude saves against xulgath bile for 1 minute.

Effect: Putrid Blast

Xulgath Bile (poison)

Saving Throw DC 16 fortitude

Maximum Duration 1 hour

Stage 1 Fatigued (1 minute).

Stage 2 Fatigued and Unconscious (1 minute).

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


While many xulgaths impose their will by strength or sheer numbers, some resort to more nefarious-and grotesque-means to take care of matters. The bilebearer takes its name from its eponymous bile, a putrid substance that oozes from gill-like folds in its colorful, bulging neck. Bilebearers coat their weapons with the viscous substance or secrete a concentrated dose that suffuses the air around them and disables foes.

A bilebearer's neck bulges with folds of scaled flesh that extend almost to the creature's shoulders, containing its namesake bile productions glands inside. These folds expand and contract with each breath, and each fold has a vertical line of muscled pores that gradually exudes the thick substance, providing a perpetual supply for coating weapons. Bilebearers' necks also contain inflatable bladders, which they can quickly pressurize to expel a blast of vaporized bile in a noxious, overwhelming cloud.

Bilebearers serve their clutches by kidnapping or slaying specific enemies. They frequently accompany their kin, particularly xulgath skulkers, to raid rival clutches or intercept foes. A bilebearer's mode of attack typically involves sneaking in, overwhelming any guards with a noxious blast of bile, and then turning their attention to the primary target. The xulgath either shreds the rapidly weakening victim on the spot or drags them away for future violence.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.