Xulgath SpinesnapperCreature 5
Source Pathfinder #152: Legacy of the Lost God
Perception +11 (darkvision)
Languages Draconic, Undercommon
Skills Athletics +15, Intimidation +11
Str +6, Dex +1, Con +4, Int +0, Wis +2, Cha +0
AC 21; Fort +15; Reflex +10; Will +9;
HP 95
Speed 25 feet
Maul +15 (+10, +5) to hit (shove) 1d12+10 Bludgeoning
Jaws +15 (+10, +5) to hit 2d8+8 Piercing
Claw +15 (+11, +7) to hit (agile) 2d4+8 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.
Stench (aura, olfactory)30 feet Aura
A creature entering the aura must attempt a DC 21 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
Brutal BlowThe spinesnapper makes a claw or weapon Strike. If it hits, in addition to dealing damage, the creature must attempt a DC 22 fortitude saving throw, with the following effects.
Critical Success The creature is unaffected and the spinesnapper is Flat-Footed until the start of its next turn.
Success The creature is unaffected.
Failure The creature is pushed 10 feet.
Critical Failure The target is pushed 10 feet and knocked Prone.
Choke SlamFrequency once per round
Requirements The spinesnapper has a creature Grabbed or Restrained
Effect The spinesnapper slams the creature against a nearby surface. The target and the surface struck each take 4d6 bludgeoning damage, and the target must succeed at a DC 22 fortitude save or become Slowed 1 for 1 round, or Stunned for 1 round on a critical failure.
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
Xulgath physiological diversity doesn't always imply drastic change; some xulgaths are simply much larger and stronger than their clutchmates. Most xulgaths call such siblings spinesnappers, though terms like bonebreaker, marrowvent, or similarly violent epithets are equally common. A typical spinesnapper is 9 feet tall and weighs 350 pounds.
In battle, spinesnappers have all the speed, grace, and strength of a sledgehammer. They are ideal shock troops and make a good first line of defense. When an inter-clutch conflict leads to a duel, spinesnappers are typically called upon to rise to the challenge. In this case, a spinesnapper representative from each clutch squares off for what is in theory a nonlethal wrestling match, after which the winner scrapes off some of the loser's scales as a trophy.
Traits
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.