🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Xulgath SpinesnapperCreature 5


LargeChaoticEvilHumanoidXulgath
Source Pathfinder #152: Legacy of the Lost God
Perception +11 (darkvision)
Languages Draconic, Sakvroth
Skills Athletics +15, Intimidation +11
Str +6, Dex +1, Con +4, Int +0, Wis +2, Cha +0

AC 21; Fort +15; Reflex +10; Will +9;
HP 95
Speed 25 feet

Maul One Action +15 (+10, +5) to hit (shove) 1d12+10 Bludgeoning
Jaws One Action +15 (+10, +5) to hit (unarmed) 2d8+8 Piercing
Claw One Action +15 (+11, +7) to hit (agile, unarmed) 2d4+8 Slashing

Stench (aura, olfactory)

30 feet. A creature entering the aura 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-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' stench for 1 minute.

Effect: Xulgath Stench

Brutal Blow Two Actions

The spinesnapper makes a claw or weapon Strike. If it hits, in addition to dealing damage, the creature must attempt a DC 22 fortitude saving throw, with the following effects.


Critical Success The creature is unaffected and the spinesnapper is Off-Guard until the start of its next turn.

Success The creature is unaffected.

Failure The creature is pushed 10 feet.

Critical Failure The target is pushed 10 feet and knocked Prone.

Choke Slam One Action

Frequency once per round

Requirements The spinesnapper has a creature Grabbed or Restrained


Effect The spinesnapper slams the creature against a nearby surface. The target and the surface struck each take 4d6 bludgeoning damage, and the target must succeed at a DC 22 fortitude save or become Slowed 1 for 1 round, or Stunned for 1 round on a critical failure.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Xulgath physiological diversity doesn't always imply drastic change; some xulgaths are simply much larger and stronger than their clutchmates. Most xulgaths call such siblings spinesnappers, though terms like bonebreaker, marrowvent, or similarly violent epithets are equally common. A typical spinesnapper is 9 feet tall and weighs 350 pounds.

In battle, spinesnappers have all the speed, grace, and strength of a sledgehammer. They are ideal shock troops and make a good first line of defense. When an inter-clutch conflict leads to a duel, spinesnappers are typically called upon to rise to the challenge. In this case, a spinesnapper representative from each clutch squares off for what is in theory a nonlethal wrestling match, after which the winner scrapes off some of the loser's scales as a trophy.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.