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Xulgath MageCreature 7


CEMediumHumanoidXulgath
Source Pathfinder #152: Legacy of the Lost God
Perception +12 (darkvision)
Languages Common, Draconic, Undercommon
Skills Acrobatics +15, Arcana +12, Athletics +13, Deception +15, Intimidation +17, Society +9, Survival +12
Str +1, Dex +2, Con +1, Int +0, Wis +1, Cha +5

AC 23; Fort +12; Reflex +13; Will +14;
HP 115
Speed 25 feet

Light Mace One Action +15 (+11, +7) to hit (agile, magical, shove) 1d4+4 Bludgeoning
Jaws One Action +14 (+9, +4) to hit 1d8+2 Piercing
Claw One Action +14 (+10, +6) to hit (agile) 2d6+2 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.

Counterspell Reaction

Trigger A creature Casts a Spell the xulgath mage has in its repertoire


Effect The xulgath mage expends one of its spell slots to counter the triggering creature's casting of the spell in its repertoire. The xulgath mage loses the spell slot as if it had cast the triggering spell and attempts to counteract the triggering spell.

Stench (aura, olfactory)

30 feet Aura


A creature entering the aura must attempt a DC 25 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


Arcane Spontaneous Spells (DC 26, +18 to hit)

Cantrips (4th Level): Acid Splash, Detect Magic, Mage Hand, Read Aura, Shield
1st Level (4 slots): Burning Hands, Fear, Magic Missile (2x), Ray of Enfeeblement
2nd Level (4 slots): Acid Arrow, Create Food, Dispel Magic, Flaming Sphere, See Invisibility
3rd Level (4 slots): Fireball, Haste, Lightning Bolt
4th Level (3 slots): Dimension Door

Bloodline Spells (DC 26, +16 to hit)

1st Level: Ancestral Memories
3rd Level: Extend Spell



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.