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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 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 Demon-CallerCreature 6

Legacy Content

Unique CE Medium Humanoid Xulgath 
Source Pathfinder #152: Legacy of the Lost God pg. 26
Perception +13; darkvision
Languages Draconic, Undercommon
Skills Arcana +11, Athletics +15, Intimidation +13, Religion +11, Stealth +12, Survival +13
Str +4, Dex +1, Con +2, Int +0, Wis +4, Cha +2
Items +1 striking spiked gauntlet, religious symbol of Zevgavizeb
AC 24; Fort +13, Ref +10, Will +15
HP 100
Stench (aura, olfactory) 30 feet. A creature entering the aura must attempt a DC 24 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 +18 [+14/+10] (agile, magical), Damage 2d4+2+4 piercing plus demonic condemnationMelee [one-action] jaws +17 [+12/+7], Damage 2d8+2+4 piercingMelee [one-action] claw +17 [+13/+9] (agile), Damage 2d6+2+4 slashingRanged [one-action] javelin +14 [+9/+4] (thrown 30 feet), Damage 1d6+2+4 piercingDivine Prepared Spells DC 26, attack +18 (+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 26 (+4 dmg); 3rd athletic rush
Demonic Condemnation The target must succeed at a DC 24 Fortitude save or become frightened 2 (frightened 4 on a critical failure). The target is enfeebled 1 for as long as it is frightened.