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Xulgath SkirmisherCreature 6


UncommonCEMediumHumanoidXulgath
Source Pathfinder #153: Life's Long Shadows
Perception +15 (darkvision)
Languages Draconic, Undercommon
Skills Acrobatics +16, Athletics +14, Stealth +16, Survival +15
Str +4, Dex +4, Con +1, Int +0, Wis +3, Cha +0

AC 24; Fort +13; Reflex +16; Will +13;
HP 95
Speed 30 feet

Scimitar One Action +16 (+11, +6) to hit (forceful, sweep) 1d6+4 Slashing
Jaws One Action +16 (+11, +6) to hit 1d6+4 Piercing
Claw One Action +16 (+12, +8) to hit (agile, finesse) 1d4+4 Slashing
Javelin One Action +16 (+11, +6) to hit (thrown 60) 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.

Powerful Stench (aura, olfactory)

30 feet Aura


A creature that enters the area must attempt a DC 23 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.

Light Step

When a skirmisher Strides or Steps, they ignore difficult terrain and treat greater difficult terrain as difficult terrain.

Powerful Arm

The xulgath skirmisher doubles the range increment of its thrown weapons.

Skirmishing Movement Two Actions (attack, move)

The xulgath skirmisher Strides or Steps, then Strikes. This Strike deals an additional 3d6 precision damage.



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.