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Xulgath Demon-CallerCreature 5


UniqueCEMediumHumanoidXulgath
Source Pathfinder #152: Legacy of the Lost God
Perception +11 (darkvision)
Languages Draconic, Undercommon
Skills Arcana +9, Athletics +13, Intimidation +11, Religion +9, Stealth +10, Survival +11
Str +4, Dex +1, Con +2, Int +0, Wis +4, Cha +2

AC 22; Fort +11; Reflex +8; Will +13;
HP 80
Speed 25 feet

Spiked Gauntlet One Action +16 (+12, +8) to hit (agile, magical) 2d4+4 Piercing
Jaws One Action +15 (+10, +5) to hit 2d8+4 Piercing
Claw One Action +15 (+11, +7) to hit (agile) 2d6+4 Slashing
Javelin One Action +12 (+7, +2) to hit (thrown 30) 1d6+4 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.

Stench (aura, olfactory)

30 feet Aura


A creature entering the aura must attempt a DC 22 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.

Effect: Xulgath Stench

Demonic Condemnation

The target must succeed at a DC 22 fortitude save or become Frightened 2 (Frightened 4 on a critical failure). The target is Enfeebled 1 for as long as it is frightened.


Divine Prepared Spells (DC 24, +16 to hit)

Cantrips (3rd Level): Detect Magic, Forbidding Ward, Guidance, Shield
1st Level: Bane, Command, Harm, Heal
2nd Level: Death Knell, Dispel Magic, Spiritual Weapon
3rd Level: Blindness, Vampiric Touch

Cleric Domain Spells (DC 24, +14 to hit)

1st Level: Athletic Rush



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.

Humanoid

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