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Xulgath Dinosaur Cavalry

Xulgaths have been breeding and training dinosaurs for millennia, and the bonds between them are as familiar and strong as that between any other humanoid and their domesticated companion of choice. While most of the creatures are used primarily as beasts of burden, elite xulgath soldiers known as roughriders train the most vicious and aggressive dinosaurs from numerous species to serve as vicious and terrifying mounts, capable of punching through defensive lines and smashing fortifications to splinters as easily as they scatter enemy soldiers.

Recall Knowledge - Animal (Nature): DC 31
Recall Knowledge - Humanoid (Society): DC 31
Unspecific Lore: DC 29
Specific Lore: DC 26

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 Dinosaur CavalryCreature 12

Gargantuan Animal Dinosaur Humanoid Troop Xulgath 
Source Battlecry! pg. 195
Perception +21; low-light vision, scent (imprecise) 30 feet
Languages Draconic, Sakvroth
Skills Athletics +25, Dinosaur Lore +22, Intimidation +22
Str +8, Dex +2, Con +5, Int -1, Wis +4, Cha +3
AC 31; Fort +27, Ref +18, Will +21
HP 220 (4 segments); Thresholds 160 (3 segments), 80 (2 segments); Weaknesses area damage 15, splash damage 15
Stench (aura, olfactory) 30 feet, DC 31Troop Defenses
Speed 30 feet; troop movement
Javelin Barrage [two-actions] The xulgaths draw javelins and launch a coordinated barrage at range. This barrage is a 10-foot burst within 30 feet that deals 4d8 piercing damage (DC 28 basic Reflex save). When the cavalry is reduced to 2 segments, this area decreases to a 5-foot burst.Mounted Troop Effects that target only animals, dinosaurs, or humanoids may not work on the cavalry, subject to the GM's discretion.Spears, Teeth, and Horns [one-action] to [three-actions] Frequency once per round; Effect The cavalry makes a coordinated melee attack against each enemy in 10-foot emanation, with a DC 28 basic Reflex save. The damage dealt depends on the number of actions.
[one-action] 2d6+2 piercing damage
[two-actions] 4d6+10 piercing damage
[three-actions] 5d6+15 piercing damage
Trample [three-actions] The cavalry Strides up to double its Speed and can move through the spaces of Large or smaller creatures, Trampling each creature whose space it enters. The cavalry can attempt to Trample the same creature only once in a single use of Trample. Each Trampled creature takes 2d6+2 bludgeoning damage (DC 28 basic Reflex save).

All Monsters in "Xulgath"

NameLevel
Xulgath Army6
Xulgath Bilebearer2
Xulgath Deepmouth12
Xulgath Dinosaur Cavalry13
Xulgath Gutrager10
Xulgath Leader3
Xulgath Ravening4
Xulgath Skulker2
Xulgath Spinesnapper5
Xulgath Stoneliege8
Xulgath Thoughtmaw15
Xulgath Warrior1

Xulgath

Source Monster Core pg. 352 1.1
Reptilian humanoids who live in the uppermost reaches of the Darklands, xulgaths (known as troglodytes to many surface-dwelling folk) often attack intruders in their territory on sight. They live in simple familial communities called clutches, battling rival groups and other aggressive Darklands inhabitants in order to survive. They occasionally raid surface settlements, usually at the behest of cruel, bloodthirsty leaders who are often themselves in the thrall of more powerful creatures like nagas or demons. A typical xulgath has dull gray, dark gray, or ashen scales, with a long tail and bony protrusions that run the length of their spine. A typical xulgath is 5 feet tall and weighs 150 pounds.

Although today the xulgaths are brutal and scattered, they were one of the first intelligent humanoids to rise in the primeval world, once ruling over a mighty empire that stretched throughout the Darklands. Today, all that remains of this era are ruins of massive stone ziggurats and crumbling cities found within some of the larger caverns. Some groups of xulgaths continue to live among these ruins, venerating their ancestors' accomplishments, while others consider these areas taboo and leave them to become infested with Darklands vermin. Sages don't agree on why the ancient xulgath civilization fell. Some suspect it was the result of losing several wars waged against serpentfolk, while others suggest that the corruptive influence of demon worship rotted their culture from within.

Certainly, many xulgath settlements continue to worship demons to this day, paying homage and offering live sacrifices to demons or other terrible creatures from the Outer Rifts. Occasionally, a xulgath mystic can call forth and bind a lesser demon to help serve the group, but one who delves too deep into occultism might summon a more powerful fiend that either tears the xulgaths to pieces or seizes control of the settlement.

Sidebar - Treasure and Rewards Rudimentary Gear

Xulgath society has sharply declined under demon rule. They mostly rely on stone tools and weapons scavenged from the surface, which can replicate most simple and a few martial melee weapons, as well as simple thrown ranged weapons. An advanced clutch of xulgaths might be able to craft low-level magical talismans, such as a potency crystal or a savior spike.

Sidebar - Additional Lore Xulgath Society

Xulgaths respect strength, and the leader of a clutch is usually the strongest of all of them. The leader's dominance is rarely questioned until a potentially stronger xulgath believes it's time for a change in rulership. The two xulgaths then face off in a fight to the death, with the victor claiming rule.