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Xulgath Herd-Tender

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

Xulgath Herd-TenderCreature 8

Legacy Content

CE Medium Humanoid Xulgath 
Source Pathfinder #154: Siege of the Dinosaurs pg. 10
Perception +17; darkvision
Languages Draconic, Undercommon
Skills Acrobatics +16, Athletics +18, Dinosaur Lore +11, Intimidation +16, Nature +17, Stealth +16, Survival +17
Str +4, Dex +4, Con +2, Int -1, Wis +3, Cha +2
Items +1 striking composite shortbow (20 arrows), hide armor, moderate alchemist's fire (4), whip
AC 27; Fort +18, Ref +16, Will +14
HP 135
Mounted Defense [reaction] Prerequisite The herd-tender is mounted; Trigger The herd-tender is targeted with a melee or ranged attack by an attacker they can see; Effect The herd-tender gains a +2 circumstance bonus to AC against the triggering attack.Powerful Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 26 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 25 feet
Melee [one-action] whip +19 [+14/+9] (disarm, finesse, nonlethal, reach 10 feet, trip), Damage 1d4+10 slashingMelee [one-action] jaws +19 [+14/+9], Damage 2d8+10 piercingMelee [one-action] claw +19 [+15/+11] (agile), Damage 2d6+10 slashingRanged [one-action] composite shortbow +20 [+15/+10] (deadly 2d10, magical, propulsive, range increment 60 feet, reload 0), Damage 2d6+10 piercingRanged [one-action] moderate alchemist's fire +20 [+15/+10] (range increment 20 feet, splash), Damage 2d8 plus 2 persistent fire damage and 2 fire splash damageFeral Directive [two-actions] The xulgath attempts to Command an Animal on their mount, but instead of demanding a specific action such as Stride or Strike, the xulgath gives a general directive, such as to return to camp or to attack a small group the mount can see. The mount and the xulgath each retain 3 actions on their turns, but the mount doesn't change its general tactics until the xulgath uses Feral Directive or Command an Animal again.Mounted Superiority A mounted xulgath's Strikes deal an additional 1d8 damage to creatures that aren't mounted.