Xulgath SkirmisherCreature 6
Source Pathfinder #153: Life's Long Shadows
Perception +15 (darkvision)
Languages Draconic, Sakvroth
Skills Acrobatics +16, Athletics +14, Stealth +16, Survival +15
Str +4, Dex +4, Con +1, Int +0, Wis +3, Cha +0
AC 24; Fort +13; Reflex +16; Will +13;
HP 95
Speed 30 feet
Scimitar
+16 (+11, +6) to hit (forceful, sweep) 1d6+4 SlashingJaws
+16 (+11, +6) to hit (unarmed) 1d6+4 PiercingClaw
+16 (+12, +8) to hit (agile, finesse, unarmed) 1d4+4 SlashingJavelin
+16 (+11, +6) to hit (thrown 60) 1d6+4 PiercingPowerful Stench (aura, olfactory)
30 feet. A creature that enters the area must attempt a DC 23 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.
Light StepWhen a skirmisher Strides or Steps, they ignore difficult terrain and treat greater difficult terrain as difficult terrain.
Powerful ArmThe xulgath skirmisher doubles the range increment of its thrown weapons.
Skirmishing Movement
(attack, move)The xulgath skirmisher Strides or Steps, then Strikes. This Strike deals an additional 3d6 precision damage.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
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.