Xulgath Warrior (BB)Creature 1
Source Pathfinder Beginner Box
Perception +6 (darkvision)
Languages none
Skills Athletics +7, Stealth +5
Str +4, Dex +2, Con +3, Int -1, Wis +1, Cha +0
AC 16; Fort +8; Reflex +7; Will +4;
HP 21
Speed 25 feet
Club +9 (+4, -1) to hit 1d6+4 Bludgeoning
Jaws +9 (+4, -1) to hit 1d6+4 Piercing
Claw +9 (+5, +1) to hit (agile) 1d4+4 Slashing
Javelin +7 (+2, -3) to hit (thrown 30) 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.
StenchA creature that comes within 30-foot emanation of the xulgath and can smell the xulgath must attempt a DC 19 fortitude save. On a failure, the creature takes a -1 status penalty to all checks and DCs until it uses an action to retch. A creature that succeeds at its save isn't affected by any xulgaths' stenches for 1 minute.
Reptilian humanoids living underground, xulgaths (known as troglodytes to many surface dwellers) attack intruders in their territory on sight. They live in familial communities, battling rival groups and other aggressive underground inhabitants to survive. They occasionally raid surface settlements, usually at the behest of cruel, bloodthirsty leaders. A typical xulgath has dull gray, dark gray, or ashen scales with a long tail and bony protrusions down the length of their spine.
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.