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Xulgath BomberCreature 7


UncommonCEMediumHumanoidXulgath
Source Pathfinder #153: Life's Long Shadows
Perception +15 (darkvision)
Languages Draconic, Undercommon
Skills Acrobatics +17, Athletics +14, Crafting +17, Stealth +15, Thievery +15
Str +3, Dex +4, Con +1, Int +4, Wis +2, Cha +0

AC 25; Fort +12; Reflex +17; Will +15;
HP 115
Speed 25 feet
Resistances Poison 5

Greatpick One Action +16 (+11, +6) to hit (fatal d12) 1d12+5 Piercing
Jaws One Action +16 (+11, +6) to hit 2d6+5 Piercing
Claw One Action +16 (+12, +8) to hit (agile, finesse) 2d4+5 Slashing
Acid Flask One Action +17 (+12, +7) to hit (range increment 20, splash) 5 Acid
Alchemist's Fire One Action +17 (+12, +7) to hit (range increment 20, splash) 2d8+2 Fire

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.

Infused Items

A xulgath bomber carries the following infused items: 2 doses of concentrated xulgath bile, 2 Acid Flasks (Moderate), and 2 Alchemist's Fires (Moderate). These items last for 24 hours, or until the next time they make their daily preparations.

Powerful Stench (aura, olfactory)

30 feet Aura


A creature that enters the area must attempt a DC 24 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.

Concentrated Xulgath Bile (poison)

The Sickened condition from concentrated xulgath bile doesn't improve on its own until the target recovers from the poison. A target who recovers from concentrated xulgath bile is immune to being sickened by this poison for 1 minute

Saving Throw DC 22 fortitude

Maximum Duration 6 rounds

Stage 1 1d10 poison damage and Sickened 1 (1 round)

Stage 2 2d10 poison damage and Sickened 2 (1 round)

Stage 3 2d10 poison damage and Sickened 3 (1 round)

Quick Bomber One Action

The bomber Interacts to draw a bomb, then Strikes with it.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Humanoid

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