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GulzashCreature 4


UniqueMediumChaoticEvilHumanoidXulgath
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 One Action +14 (+9, +4) to hit (shove, two hand d8) 1d4+6 Bludgeoning
Jaws One Action +13 (+8, +3) to hit (unarmed) 1d6+6 Piercing
Claw One Action +13 (+9, +5) to hit (agile, unarmed) 1d4+6 Slashing
Dagger One Action +13 (+9, +5) to hit (agile, versatile s) 1d4+6 Piercing
Dagger One Action +11 (+7, +3) to hit (agile, thrown 10, versatile s) 1d4+6 Piercing

Stench (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 Free Action

Gulzash can suppress or resume his stench as a free action.

Mosh One Action

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

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.

Xulgath

These subterranean reptilian creatures tend to have darkvision and smell awful.