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HhrulkazCreature 3


UniqueMediumChaoticEvilHumanoidXulgath
Source Pathfinder #193: Mantle of Gold
Perception +8 (darkvision)
Languages Draconic, Sakvroth
Skills Athletics +9, Intimidation +11, Performance +7, Religion +10
Str +3, Dex +0, Con +2, Int +1, Wis +3, Cha +4

AC 19; Fort +9; Reflex +7; Will +10; +2 status to saves vs. petrifying gaze
HP 50
Speed 25 feet

Clan Dagger One Action +11 (+7, +3) to hit (agile, dwarf, parry, versatile b) 1d4+3 Piercing
Jaws One Action +10 (+5, +0) to hit (unarmed) 1d6+3 Piercing
Claw One Action +10 (+6, +2) to hit (agile, unarmed) 1d6+3 Slashing
Shattering Chant One Action +12 (+7, +2) to hit (sonic) 2d6+4 Sonic

Stench (aura, olfactory)

30 feet. A creature that enters the area must attempt a DC 21 fortitude save. On a failure, the creature is Sickened 1, and on a critical failure, the creature also takes a –5 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

+2 Status To Saves Vs. Petrifying GazeFar-Reaching Fear

The range at which Hhrulkaz can Demoralize creatures increases to 60 feet, and she doesn't take a penalty if the creature doesn't understand her language.

Predator's Decree One Action (divine, emotion, mental)

Requirements Hhrulkaz is within 60 feet of a frightened creature or a creature she successfully hit with a shattering chant this turn


Effect Hhrulkaz condemns the creature to be eaten. The creature must make a DC 20 will save.

Success The target is unaffected.

Failure The target gains weakness 2 to all damage for 3 rounds. At the end of each of its turns, the target can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.

Critical Failure As failure, but the target gains weakness 4 to all damage.

Sacrificial Takedown Two Actions

Hhrulkaz attempts an Athletics check to Trip a creature. If she succeeds, she then makes a melee Strike against the target, granting her weapon the fatal d10 trait until the end of her turn. Both attacks count toward her multiple attack penalty, but the penalty doesn't increase until after she makes both attacks.


Rituals

Consecrate



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.