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Xulgath Herd-TenderCreature 8


CEMediumHumanoidXulgath
Source Pathfinder #154: Siege of the Dinosaurs
Perception +17 (darkvision)
Languages Draconic, Undercommon
Skills Acrobatics +16, Athletics +18, Lore +11, Intimidation +16, Nature +17, Stealth +16, Survival +17
Str +4, Dex +4, Con +2, Int -1, Wis +3, Cha +2

AC 27; Fort +18; Reflex +16; Will +14;
HP 135
Speed 25 feet

Whip One Action +19 (+14, +9) to hit (disarm, finesse, nonlethal, reach 10, trip) 1d4+10 Slashing
Jaws One Action +19 (+14, +9) to hit 2d8+10 Piercing
Claw One Action +19 (+15, +11) to hit (agile) 2d6+10 Slashing
Composite Shortbow One Action +20 (+15, +10) to hit (deadly 2d10, magical, propulsive, range increment 60, reload 0) 2d6+10 Piercing
Alchemist's Fire (Moderate) One Action +20 (+15, +10) to hit (bomb, range increment 20, splash) 2d8 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.

Mounted Defense Reaction

Prerequisite The herd-tender is mounted

Trigger The herd-tender is targeted with a melee or ranged attack by an attacker they can see


Effect The herd-tender gains a +2 circumstance bonus to AC against the triggering attack.

Powerful Stench (aura, olfactory)

30 feet Aura


A creature that enters the area must attempt a DC 26 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.

Feral Directive Two Actions

The xulgath attempts to Command an Animal on their mount, but instead of demanding a specific action such as Stride or Strike, the xulgath gives a general directive, such as to return to camp or to attack a small group the mount can see. The mount and the xulgath each retain 3 actions on their turns, but the mount doesn't change its general tactics until the xulgath uses Feral Directive or Command an Animal again.

Mounted Superiority

A mounted xulgath's Strikes deal an additional 1d8 damage to creatures that aren't mounted.



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.