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Xulgath Spinesnapper

Xulgath physiological diversity doesn’t always imply drastic change; some xulgaths are simply much larger and stronger than their clutchmates. Most xulgaths call such siblings spinesnappers, though terms like bonebreaker, marrowvent, or similarly violent epithets are equally common. A typical spinesnapper is 9 feet tall and weighs 350 pounds.

In battle, spinesnappers have all the speed, grace, and strength of a sledgehammer. They are ideal shock troops and make a good first line of defense. When an inter-clutch conflict leads to a duel, spinesnappers are typically called upon to rise to the challenge. In this case, a spinesnapper representative from each clutch squares off for what is in theory a nonlethal wrestling match, after which the winner scrapes off some of the loser’s scales as a trophy.

Recall Knowledge - Humanoid (Society): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

Xulgath SpinesnapperCreature 5

CE Large Humanoid Xulgath 
Source Pathfinder #152: Legacy of the Lost God pg. 84
Perception +11; darkvision
Languages Draconic, Undercommon
Skills Athletics +15, Intimidation +11
Str +6, Dex +1, Con +4, Int +0, Wis +2, Cha +0
Items maul
AC 21; Fort +15, Ref +10, Will +9
HP 95
Stench (aura, olfactory) 30 feet. A creature that enters the aura must attempt a DC 21 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 maul +15 [+10/+5] (shove), Damage 1d12+10 bludgeoningMelee jaws +15 [+10/+5], Damage 2d8+8 piercingMelee claw +15 [+11/+7] (agile), Damage 2d4+8 slashing plus GrabBrutal Blow The spinesnapper makes a claw or weapon Strike. If it hits, in addition to dealing damage, the creature must attempt a DC 22 Fortitude saving throw, with the following effects.
Critical Success The creature is unaffected and the spinesnapper is flat-footed until the start of its next turn.
Success The creature is unaffected.
Failure The creature is pushed 10 feet.
Critical Failure The target is pushed 10 feet and knocked prone.
Choke Slam Frequency once per round; Requirements The spinesnapper has a creature grabbed or restrained; Effect The spinesnapper slams the creature against a nearby surface. The target and the surface struck each take 4d6 bludgeoning damage, and the target must succeed at a DC 22 Fortitude save or become slowed 1 for 1 round, or stunned for 1 round on a critical failure.

Sidebar - Additional Lore Unusual Origins

Not all spinesnappers are the result of typical xulgath mutations. Some are created by botched stone-bindings—where the process merely increases their size and strength instead of granting them full earthen power—or even demonic rites. In the latter case, such fiend-touched spinesnappers might grow additional limbs, hyperextended jaws, or other fearsome signs of their brush with the Abyss.

All Monsters in "Xulgath"

Xulgath Bilebearer2
Xulgath Deepmouth12
Xulgath Gutrager10
Xulgath Leader3
Xulgath Skulker2
Xulgath Spinesnapper5
Xulgath Stoneliege8
Xulgath Thoughtmaw15
Xulgath Warrior1


Source Bestiary pg. 336
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, 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 its 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 a loss of 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 terrible creatures from the Abyss. Occasionally, a xulgath shaman can call forth and bind a lesser demon to help serve the group, but a shaman who delves too deep into occultism might summon a more powerful fiend that either tears the xulgaths to pieces or enslaves them.

Sidebar - Additional Lore Other Xulgath Religions

Zevgavizeb is the most popular deity among xulgaths—particularly in the largest and most successful clutches—but other demon lords and deities are worshipped as well. Among Golarion's major gods, Pharasma, Rovagug, and even Erastil are known to answer the prayers of xulgath devotees.

Sidebar - Additional Lore Xulgath Society

Xulgaths respect strength, and the leader of a community 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.

Sidebar - Treasure and Rewards Xulgath Treasure

Xulgaths are relatively primitive, using tools and weapons of stone and other materials scavenged from the surface. These can replicate most simple and a few martial melee weapons, as well as simple thrown ranged weapons. An advanced tribe of xulgaths might be able to craft low-level magical talismans, such as a potency crystal or a returning clasp.