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Xulgath GutragerCreature 10


CEMediumHumanoidXulgath
Source Pathfinder #154: Siege of the Dinosaurs
Perception +19 (darkvision)
Languages Draconic, Undercommon
Skills Acrobatics +22, Athletics +22, Stealth +20
Str +4, Dex +6, Con +7, Int -2, Wis +1, Cha -1

AC 28; Fort +23; Reflex +22; Will +17;
HP 190
Speed 40 feet
Resistances Acid 10

Jaws One Action +21 (+16, +11) to hit 2d6 Acid + 2d6+8 Piercing
Claw One Action +23 (+19, +15) to hit (agile, finesse) 2d8+8 Slashing
Bile Jet One Action +23 (+18, +13) to hit (acid, range increment 60) 4d8+7 Acid

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.

Caustic Fog (acid, aura)

10 feet Aura


Whenever a gutrager is within another xulgath's stench aura, a fog appears around the gutrager; creatures in the fog (including the gutrager) can see as normal, but they are Concealed from creatures outside the fog. Non-xulgaths that begin their turn in the fog take 2d6 acid damage. Strong winds suppress this ability.

Self-Detonate Two Actions (acid)

Requirements The gutrager has 45 or fewer HP


Effect The gutrager compresses its gut and explodes in a burst of viscera, dying instantly and dealing 8d8 acid damage to creatures and unattended objects in a 20-foot emanation centered on the gutrager (DC 31 basic reflex save).

Corrosive Kiss Two Actions (acid)

Frequency once per round


Effect The gutrager propels its esophagus out of its body to deliver an acidic blow. It makes an unarmed Strike against a creature or unattended object within 30 feet with a +23 attack bonus.

On a hit, the target takes 2d6+8 bludgeoning damage plus 4d6 acid damage.

On a critical hit, the target also takes 2d6 Persistent Acid Damage.

The gutrager is Clumsy 1 for 1 round as it re-coils its esophagus.


Xulgath gutragers exhibit more extreme developments along the same physiological path as their bilebearer cousins (Pathfinder Adventure Path #151: The Show Must Go On). They are stockier and faster, with necks and limbs corded with muscle. They are also denser, with multiple stomachs full of fluids even more caustic than those of the bilebearer. Like the bilebearer, gutragers lack the distinctive stench typical of most xulgaths.

A gutrager's torso conceals its most disturbing feature-a densely coiled esophagus. Pressurized bladders and a muscular throat allow the gutrager to propel its esophagus outward in an explosion of yellow flesh and acidic bile; caustic stomach acid coating the esophagus makes even brief physical contact with the organ dangerous. As a last resort, the gutrager can intentionally accelerate the corrosion in its esophagus, releasing vile acid in a burst that also ends its life.


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.