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Zashathal Head-TakerCreature 15


UniqueNEMediumHumanoidXulgath
Source Pathfinder #154: Siege of the Dinosaurs
Perception +27 (coward sense (imprecise) 60 feet, darkvision)
Languages Common, Draconic, Undercommon
Skills Acrobatics +22, Athletics +29, Intimidation +25, Religion +25, Stealth +22, Survival +25
Str +6, Dex +1, Con +5, Int +0, Wis +4, Cha +2

AC 36; Fort +29; Reflex +23; Will +26; fanatical juggernaut
HP 250
Speed 35 feet
Resistances Physical 14

Ankylostar One Action +30 (+25, +20) to hit (backswing, magical, shove, versatile p) 3d10+12 Bludgeoning
Jaws One Action +28 (+23, +18) to hit 3d8+12 Piercing
Claw One Action +28 (+24, +20) to hit (agile) 3d6+12 Slashing
Stoneraiser Javelin One Action +25 (+20, +15) to hit (thrown 30) 2d6+12 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.

Coward Sense (Imprecise) 60 feet

Zashathal's disgust for cowardice is so powerful that he can detect the presence of frightened creatures, even if he can't see them.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Fanatical Juggernaut

When Zashathal rolls a success on a Fortitude save, it is a critical success instead. Zashathal halves damage he takes from failing a Fortitude save.

Powerful Stench (aura, olfactory)

30 feet Aura


A creature that enters the area must attempt a DC 34 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.

Intimidating Strike Free Action (rage)

Trigger Zashathal hits a creature with a melee Strike


Effect Zashathal makes an Intimidate check to Demoralize the target creature. If the target creature was reduced to 0 Hit Points by the triggering Strike, Zashathal can instead Demoralize all opponents within 30 feet by comparing the result of his Intimidation check to each creature's Will DC. Zashathal doesn't take a penalty to these Intimidation checks for not speaking a target's language.

Rage One Action (concentrate, emotion, mental)

Requirements Zashathal isn't Fatigued or raging


Effect Zashathal gains 20 temporary Hit Points that last until the rage ends. While raging, he deals 12 additional damage with melee attacks and takes a -1 penalty to AC. Zashathal can't use concentrate actions except Seek and rage actions. The rage lasts for 1 minute, until there are no enemies Zashathal can perceive, or until Zashathal falls unconscious. Once the rage ends, Zashathal can't again for 1 minute.

Effect: Rage

Renewed Vigor One Action (concentrate, rage)

Zashathal gains 12 temporary Hit Points.

Effect: Renewed Vigor

Sudden Charge Two Actions

Zashathal Strides twice and makes a melee Strike.

Whirlwind Strike Three Actions

Zashathal makes a melee Strike against all creatures within his reach. Each attack counts toward his multiple attack penalty, but his multiple attack penalty doesn't increase until he's made all his attacks.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Humanoid

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