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Xulgath Skirmisher

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Xulgath SkirmisherCreature 5

Legacy Content

Uncommon CE Medium Humanoid Xulgath 
Source Pathfinder #153: Life's Long Shadows pg. 27
Perception +15; darkvision
Languages Draconic, Undercommon
Skills Acrobatics +14, Athletics +12, Stealth +14, Survival +13
Str +4, Dex +4, Con +1, Int +0, Wis +3, Cha +0
Items javelins (6), scimitar, studded leather armor
AC 22; Fort +11, Ref +14, Will +11
HP 75
Powerful 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 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.
Speed 30 feet, light step
Melee [one-action] scimitar +14 [+9/+4] (forceful, sweep), Damage 1d6-2+4 slashingMelee [one-action] jaws +14 [+9/+4], Damage 1d6-2+4 piercingMelee [one-action] claw +14 [+10/+6] (agile, finesse), Damage 1d4-2+4 slashingRanged [one-action] javelin +14 [+9/+4] (thrown 60 feet), Damage 1d6-2+4 piercing damageLight Step When a skirmisher Strides or Steps, they ignore difficult terrain and treat greater difficult terrain as difficult terrain.Powerful Arm The xulgath skirmisher doubles the range increment of its thrown weapons.Skirmishing Movement [two-actions] (attack, move) The xulgath skirmisher Strides or Steps, then Strikes. This Strike deals an additional 3d6 precision damage.