🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Xulgath DeepmouthCreature 12


UncommonCEMediumHumanoidXulgath
Source Pathfinder #155: Lord of the Black Sands
Perception +26 (darkvision)
Languages Draconic, Undercommon
Skills Acrobatics +22, Crafting +22, Diplomacy +25, Intimidation +25, Medicine +25, Religion +25, Society +22
Str +2, Dex +4, Con +2, Int +4, Wis +7, Cha +5

AC 33; Fort +18; Reflex +22; Will +25;
HP 215
Speed 25 feet

Spiked Gauntlet One Action +21 (+17, +13) to hit (agile, free hand, magical) 2d4+6 Piercing
Jaws One Action +20 (+15, +10) to hit 2d6+6 Piercing
Claw One Action +20 (+16, +12) to hit (agile) 2d4+6 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.

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 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' stenches for 1 minute.

Devourer's Dictum One Action (concentrate)

The deepmouth warps part of a scalescribed creature's flesh into a mouthed tentacle, then wills it to lash out.

The deepmouth makes a jaws Strike that originates from any living scalescribed creature within 120 feet; this Strike also has reach 15 feet and deals an additional 2d8 negative damage. If the Strike originates from a creature other than the deepmouth, that creature triggers reactions as though it had made the Strike.

Scalescribe (manipulate)

With 10 minutes of work, a deepmouth can carve a magical rune called a scalescript on the flesh of a living, willing xulgath (including the deepmouth itself). A creature cannot be inscribed with more than one scalescribe rune at a time, and a deepmouth can create and maintain no more than three scalescripts at a time.

If the deepmouth Scalescribed itself, it can provide material and somatic components while Casting a Spell without a free hand.


Divine Prepared Spells (DC 0, +0 to hit)

Cantrips (6th Level): Chill Touch, Daze, Detect Magic, Shield
1st Level: Harm, Heal, Protection, Ray of Enfeeblement
2nd Level: Status
3rd Level: Heroism, Meld into Stone, Vampiric Touch
4th Level: Air Walk, Divine Wrath, Enervation
5th Level: Ravening Maw
6th Level: Repulsion

Divine Focus Spells (DC 33, +27 to hit)

1st Level: Vibrant Thorns
4th Level: Commanding Lash

Rituals

2nd Level: Consecrate
6th Level: Commune


Xulgath deepmouths wield the powers of the Abyss against their clutch's enemies and invoke righteous fear in their followers. The vast majority of deepmouths worship demon lords, most commonly Zevgavizeb. Scalescribing-the warping of xulgath flesh into imitations of Abyssal script-is a widespread practice among deepmouths, enabling them to channel the power of the Abyss through their fanatical devotees' own bodies.


Reptilian humanoids who live in the uppermost reaches of the Darklands, xulgaths (known as troglodytes to many surface-dwelling folk) often attack intruders in their territory on sight. They live in simple familial communities, battling rival groups and other aggressive Darklands inhabitants in order to survive. They occasionally raid surface settlements, usually at the behest of cruel, bloodthirsty leaders who are often themselves in the thrall of more powerful creatures like nagas or demons. A typical xulgath has dull gray, dark gray, or ashen scales, with a long tail and bony protrusions that run the length of its spine. A typical xulgath is 5 feet tall and weighs 150 pounds.

Although today the xulgaths are brutal and scattered, they were one of the first intelligent humanoids to rise in the primeval world, once ruling over a mighty empire that stretched throughout the Darklands. Today, all that remains of this era are ruins of massive stone ziggurats and crumbling cities found within some of the larger caverns. Some groups of xulgaths continue to live among these ruins, venerating their ancestors' accomplishments, while others consider these areas taboo and leave them to become infested with Darklands vermin. Sages don't agree on why the ancient xulgath civilization fell. Some suspect it was the result of a loss of several wars waged against serpentfolk, while others suggest that the corruptive influence of demon worship rotted their culture from within.

Certainly, many xulgath settlements continue to worship demons to this day, paying homage and offering live sacrifices to terrible creatures from the Abyss. Occasionally, a xulgath shaman can call forth and bind a lesser demon to help serve the group, but a shaman who delves too deep into occultism might summon a more powerful fiend that either tears the xulgaths to pieces or enslaves them.


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.