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Xulgath SkulkerCreature 2

Source Pathfinder Bestiary
Perception +7 (darkvision)
Languages Draconic, Undercommon
Skills Acrobatics +8, Stealth +8, Thievery +8
Str +3, Dex +4, Con +2, Int -1, Wis +1, Cha +0

AC 19; Fort +8; Reflex +10; Will +5;
HP 28
Speed 25 feet

Dagger One Action +10 (+6, +2) to hit (agile, finesse, versatile s) 1d4+3 Piercing
Jaws One Action +9 (+4, -1) to hit 1d6+3 Piercing
Claw One Action +10 (+6, +2) to hit (agile, finesse) 1d4+3 Slashing
Dagger One Action +10 (+6, +2) to hit (agile, thrown 10, versatile s) 1d4+3 Piercing


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 16 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

Stench Suppression Free Action

A xulgath skulker can suppress its stench aura as a free action to better hide its presence. The skulker can resume its stench aura as a free action.

Hidden Movement

If a xulgath skulker starts its turn Undetected by a creature or merely Hidden from it, that creature is Flat-Footed against the skulker's attacks until the end of the skulker's turn.

Sneak Attack

A xulgath skulker deals an additional 1d6 precision damage to flat‑footed creatures.

When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Xulgath warrens are patrolled-some might say "haunted"-by the community's skulkers. These xulgaths specialize in stealth, striking swiftly from the shadows and otherwise ambushing foes.

Reptilian humanoids who live in the uppermost reaches of the Darklands, xulgaths (known as troglodytes to many surface-dwelling folk) often attack intruders in their territory on sight. They live in simple familial communities, battling rival groups and other aggressive Darklands inhabitants in order to survive. They occasionally raid surface settlements, usually at the behest of cruel, bloodthirsty leaders who are often themselves in the thrall of more powerful creatures like nagas or demons. A typical xulgath has dull gray, dark gray, or ashen scales, with a long tail and bony protrusions that run the length of its spine. A typical xulgath is 5 feet tall and weighs 150 pounds.

Although today the xulgaths are brutal and scattered, they were one of the first intelligent humanoids to rise in the primeval world, once ruling over a mighty empire that stretched throughout the Darklands. Today, all that remains of this era are ruins of massive stone ziggurats and crumbling cities found within some of the larger caverns. Some groups of xulgaths continue to live among these ruins, venerating their ancestors' accomplishments, while others consider these areas taboo and leave them to become infested with Darklands vermin. Sages don't agree on why the ancient xulgath civilization fell. Some suspect it was the result of a loss of several wars waged against serpentfolk, while others suggest that the corruptive influence of demon worship rotted their culture from within.

Certainly, many xulgath settlements continue to worship demons to this day, paying homage and offering live sacrifices to terrible creatures from the Abyss. Occasionally, a xulgath shaman can call forth and bind a lesser demon to help serve the group, but a shaman who delves too deep into occultism might summon a more powerful fiend that either tears the xulgaths to pieces or enslaves them.



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