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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 Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Xulgath SkirmisherCreature 7

Legacy Content

Uncommon CE Medium Humanoid Xulgath 
Source Pathfinder #153: Life's Long Shadows pg. 27
Perception +17; darkvision
Languages Draconic, Undercommon
Skills Acrobatics +18, Athletics +16, Stealth +18, Survival +17
Str +4, Dex +4, Con +1, Int +0, Wis +3, Cha +0
Items javelins (6), scimitar, studded leather armor
AC 26; Fort +15, Ref +18, Will +15
HP 115
Powerful Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 25 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 +18 [+13/+8] (forceful, sweep), Damage 1d6+2+4 slashingMelee [one-action] jaws +18 [+13/+8], Damage 1d6+2+4 piercingMelee [one-action] claw +18 [+14/+10] (agile, finesse), Damage 1d4+2+4 slashingRanged [one-action] javelin +18 [+13/+8] (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.