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Xulgath Demon-Caller

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 30
Unspecific Lore: DC 28
Specific Lore: DC 25

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 Demon-CallerCreature 4

Legacy Content

Unique CE Medium Humanoid Xulgath 
Source Pathfinder #152: Legacy of the Lost God pg. 26
Perception +11; darkvision
Languages Draconic, Undercommon
Skills Arcana +7, Athletics +11, Intimidation +9, Religion +7, Stealth +8, Survival +9
Str +4, Dex +1, Con +2, Int +0, Wis +4, Cha +2
Items +1 striking spiked gauntlet, religious symbol of Zevgavizeb
AC 20; Fort +9, Ref +6, Will +11
HP 65
Stench (aura, olfactory) 30 feet. A creature entering the aura must attempt a DC 20 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.
Speed 25 feet
Melee [one-action] spiked gauntlet +14 [+10/+6] (agile, magical), Damage 2d4-2+4 piercing plus demonic condemnationMelee [one-action] jaws +13 [+8/+3], Damage 2d8-2+4 piercingMelee [one-action] claw +13 [+9/+5] (agile), Damage 2d6-2+4 slashingRanged [one-action] javelin +10 [+5/+0] (thrown 30 feet), Damage 1d6-2+4 piercingDivine Prepared Spells DC 22, attack +14 (-4 dmg); 3rd blindness, harm, vampiric touch; 2nd death knell, dispel magic, spiritual weapon (×2); 1st bane, command (×2), heal; Cantrips (3rd) detect magic, forbidding ward, guidance, shield
Cleric Domain Spells 1 Focus Point, DC 22 (-4 dmg); 3rd athletic rush
Demonic Condemnation The target must succeed at a DC 20 Fortitude save or become frightened 2 (frightened 4 on a critical failure). The target is enfeebled 1 for as long as it is frightened.