Xulgath StoneliegeCreature 8
Source Pathfinder #153: Life's Long Shadows
Perception +14 (darkvision, tremorsense (imprecise) 30 feet)
Languages Draconic, Undercommon
Skills Athletics +19, Lore +15, Lore +15, Lore +18, Survival +18
Str +5, Dex +2, Con +6, Int +1, Wis +2, Cha +2
AC 26; Fort +20; Reflex +12; Will +14;
HP 135
Speed 20 feet (burrow 10 feet)
Resistances Physical 8
Digging Bar +18 (+13, +8) to hit (fatal d12, forceful, versatile b) 2d10+9 Piercing
Jaws +21 (+16, +11) to hit 2d8+9 Piercing
Claw +19 (+15, +11) to hit (agile) 2d6+9 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.
Tremorsense (imprecise) 30 feetTremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Stench (aura, olfactory)30 feet Aura
A creature entering the aura must attempt a DC 24 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
Earthen Blow (earth, transmutation)Frequency once per round
Effect The stoneliege commands nearby earth to attack a foe. The stoneliege makes a claw Strike against a creature that is within 60 feet of the stoneliege and 10 feet of an earthen surface, such as dirt, mud, stone, or sand. The Strike originates from the surface's square and has a reach of 10 feet. On a critical hit, the target is also knocked Prone.
Earthen Torrent (earth, transmutation)Frequency once per minute
Requirements The stoneliege is standing on or next to at least 10 cubic feet of dirt, stone, or other earthen material
Effect The stoneliege creates a violent wave of roiling earth. Creatures in a 15-foot cone take 7d8 bludgeoning damage (DC 26 basic reflex save; on a critical failure, creatures are also knocked Prone).
Stone Throes (earth, transmutation)The stoneliege turns their own body into solid stone like a statue and immediately becomes Petrified. Any creature grappled or restrained by the stoneliege becomes Immobilized; to get free, the creature must damage the statue enough to break it or succeed at a DC 28 acrobatics check to Escape.
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.
Primal Innate Spells (DC 26, +18 to hit)
4th Level: Shape Stone
Stonelieges are xulgaths magically infused with living earthโthe very bones of the world. They are created through a process xulgaths call stone-binding, which can be performed with complex alchemy, powerful psychic magic, or Abyssal rituals. Their scales are like stone slabs, and their bones are as dense as bedrock, so they are among the hardiest and longest-lived xulgaths. To stonelieges, earth is as mutable as water, and their innate power to shape the soil and stone beneath their feet makes them integral members of xulgath society (as well as formidable combatants).
Traits
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.