GulzashCreature 4
Source Pathfinder #164: Hands of the Devil
Perception +10 (darkvision)
Languages Common, Draconic, Sakvroth
Skills Athletics +12, Intimidation +10, Performance +12, Stealth +10
Str +4, Dex +2, Con +1, Int +0, Wis +2, Cha +2
AC 20; Fort +11; Reflex +10; Will +13;
HP 72
Speed 30 feet
Battle Lute
+14 (+9, +4) to hit (shove, two hand d8) 1d4+6 BludgeoningJaws
+13 (+8, +3) to hit (unarmed) 1d6+6 PiercingClaw
+13 (+9, +5) to hit (agile, unarmed) 1d4+6 SlashingDagger
+13 (+9, +5) to hit (agile, versatile s) 1d4+6 PiercingDagger
+11 (+7, +3) to hit (agile, thrown 10, versatile s) 1d4+6 PiercingStench (aura, olfactory)
30 feet. A creature that enters the area must attempt a DC 20 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' stenches for 1 minute.
Effect: Xulgath Stench
Stench Suppression
Gulzash can suppress or resume his stench as a free action.
Mosh
Gulzash Leaps to a square adjacent to a creature, then Shoves that creature. If Gulzash rolls a success on the [/act shove], he gets a critical success instead.
Traits
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
XulgathThese subterranean reptilian creatures tend to have darkvision and smell awful.