Xulgaths
(Pathfinder)
Xulgath slayer (guerilla) 4 CR 7
CE Medium humanoid (reptilian)
Init +7; Senses darkvision 90 ft.; Perception +15
Aura stench (DC 16, 10 rounds)
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 80 (6d8+18 plus 4d10+12)
Fort +12, Ref +9, Will +7
OFFENSE
Speed 30 ft.
Melee spear +13 (1d8+6/×3), bite +8 (1d6+2) or 2 claws
+13 (1d4+4), bite +13 (1d6+4)
Ranged spear +14 (1d8+5/×3)
Special Attacks 1st studied target,
psychogenic secretions, sneak attack +1d6
Psychic Magic (CL 6th; concentration +7)
5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12),
suggestion (2 PE, DC 13)
STATISTICS
Str 18, Dex 18, Con 16, Int 13, Wis 15, Cha 12
Base Atk +8; CMB +12; CMD 21
Feats Animal Affinity, Clinging Climber, Improved
Initiative, Iron Will, Skill Focus (Perception)
Skills Acrobatics +9, Bluff +3, Climb +10, Handle Animal
+13, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +15, Ride
+6, Sense Motive +5, Stealth +14 (+18 in rocky areas); Racial Modifiers +4
Stealth (+8 in rocky areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see
Psychogenic Secretions below)
SQ Slayer talents (deadly range, rogue talent
[camouflage]), strike first, strike last
Combat Gear potion of cure moderate wounds, smokesticks
(2); Other Gear mwk spear, 40 gp.
SPECIAL ABILITIES
Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its
troglodyte cousins. Although a xulgath’s oily secretions are completely
odorless, they cause any creatures (other than xulgaths) that come within 30
feet of a xulgath to immediately recall the most repugnant odor they have ever
smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity
to mind-affecting effects. The stench assaults the mind of its victims; even if
a creature succeeds at its saving throw to resist being sickened by the
xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the
xulgath’s psychic magic.
A xulgath’s nonhostile psychic powers, including its
mindlink spell and ability to communicate telepathically, are also limited by
the range of its stench, as its strange secretions are what allows it to form a
bond between its own mind and the minds of others.
Strike First Strike Last (Ex)
A xulgath slayer adds +2 on Stealth checks when remaining
motionless and reduces the penalty on Stealth checks when sniping by 2 too. It
also gains +2 on its’ initiative checks in surprise rounds whenever it is aware
of the surprise round and at least one enemy is unaware.
A xulgath slayer is a professional guerilla, stalking and
hunting its’ quarry through the rubble-strewn darkness of its underground home.
ECOLOGY
Environment any underground
Organization solitary, pair, or clutch (3–6)
Treasure standard
Xulgath psychic 6 CR 9
CE Medium humanoid (reptilian)
Init +3; Senses darkvision 90 ft.; Perception +11
Aura stench (DC 16, 10 rounds)
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 84 (6d8+18 plus 6d6+18)
Fort +10, Ref +7, Will +11
Resist Morphic Body
OFFENSE
Speed 30 ft.
Melee spear +10 (1d8+6/×3), bite +5 (1d6+2) or 2 claws
+10 (1d4+4), bite +10 (1d6+4)
Ranged spear +13 (1d8+4/×3)
Special Attacks detect
thoughts, discipline power, discipline spell, knacks, phrenic
amplification, phrenic pool, psychic discipline, psychogenic secretions
Psychic Spells Known (CL 6th; concentration
+7)
3rd (3/day) – excruciating deformation b (DC
17), id insinuation II (DC 17)
2nd (5/day) – amplify stench (DC 16), id
insinuation I (DC 16)
1st (6/day) – adhesive spittle (DC 15), alter
self b, lesser confusion (DC 15), disguise self, ear-piercing scream (DC 15),
ray of enfeeblement b (DC 15)
0 (at will) – arcane mark, bleed (DC 14), detect magic,
detect poison, prestidigitation, read magic, resistance
Psychic Magic (CL 6th; concentration +7)
5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12),
suggestion (2 PE, DC 13)
STATISTICS
Str 18, Dex 17, Con 16, Int 13, Wis 15, Cha 13
Base Atk +7; CMB +11; CMD 21
Feats Animal Affinity, Combat Casting, Extra Amplification,
Intuitive Spell, Iron Will, Skill Focus (Perception)
Skills Bluff +7, Handle Animal +12, Intimidate +7,
Perception +11, Ride +5, Spellcraft +7, Stealth +13 (+17 in rocky areas);
Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see
Psychogenic Secretions below)
Combat Gear potion of cure moderate wounds, wand of
shield (10 charges); Other Gear mwk spear, cloak of resistance +1, 200 gp
SPECIAL ABILITIES
Detect Thoughts (Sp)
1/day, CL 6th.
Discipline Powers
Dark Half, Morphic Form
Phrenic Amplifications:
Conjured Armor, Intense Focus, Mindshield
Phrenic Pool (Su)
A xulgath psychic’s phrenic pool is 7.
Psychic Discipline (Su)
Abomination
Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its
troglodyte cousins. Although a xulgath’s oily secretions are completely
odorless, they cause any creatures (other than xulgaths) that come within 30
feet of a xulgath to immediately recall the most repugnant odor they have ever
smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity
to mind-affecting effects. The stench assaults the mind of its victims; even if
a creature succeeds at its saving throw to resist being sickened by the
xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the
xulgath’s psychic magic.
A xulgath’s nonhostile psychic powers, including its
mindlink spell and ability to communicate telepathically, are also limited by
the range of its stench, as its strange secretions are what allows it to form a
bond between its own mind and the minds of others.
ECOLOGY
Environment any underground
Organization solitary, pair, or clutch (3–6)
Treasure standard
A xulgath psychic is an abominable madman, usually driven
by its’ dark half and is far more combat-happy than psychics of other races
are. Usually, a xulgath psychic follows the Abomination discipline, though pain
and psychedelia are also common.
Xulgath druid (cave druid) 5 CR 8
CE Medium humanoid (reptilian)
Init +7; Senses darkvision 90 ft.; Perception +11
Aura stench (DC 16, 10 rounds)
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 91 (11d8+33)
Fort +14, Ref +9, Will +12
Resist subterranean corruption
OFFENSE
Speed 30 ft.
Melee spear +12 (1d8+6/×3), bite +7 (1d6+2) or 2 claws
+12 (1d4+4), bite +12 (1d6+4)
Ranged spear +13 (1d8+4/×3)
Special Attacks psychogenic secretions
Domain Spell-Like Abilities (CL 6th;
concentration +7)
6/day – touch of darkness
Druid Spells (CL 6th; concentration +7)
3rd – deeper darkness D, meld into
stone
2nd – blindness/deafness (blindness only) d
(DC 14), spider climb, summon nature’s ally II
1st – charm animal (DC 13), detect snares or
pits, entangle (DC 13), obscuring mist D (DC 13)
0 (4/day) – detect magic, detect poison, guidance, know
direction
Psychic Magic (CL 6th; concentration +7)
5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12),
suggestion (2 PE, DC 13)
STATISTICS
Str 18, Dex 17, Con 16, Int 13, Wis 16, Cha 12
Base Atk +10/+5; CMB +14; CMD 21
Feats Animal Affinity, Blind-Fight b, Combat
Casting, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus
(Perception)
Skills Climb +11, Handle Animal +17, Knowledge
(dungeoneering) +10, Perception +11, Ride +10, Spellcraft +6, Stealth +13 (+17
in rocky areas); Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see
Psychogenic Secretions below)
SQ Cavesense, lightfoot, nature bond (Darkness domain),
tunnelrunner, wild empathy +5 (+1 oozes)
Combat Gear potion of cure moderate wounds, scroll of
greater magic fang, scroll of summon swarm Other Gear mwk spear, pouch of spell
focus components, 25 gp
SPECIAL ABILITIES
Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its
troglodyte cousins. Although a xulgath’s oily secretions are completely
odorless, they cause any creatures (other than xulgaths) that come within 30
feet of a xulgath to immediately recall the most repugnant odor they have ever
smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity
to mind-affecting effects. The stench assaults the mind of its victims; even if
a creature succeeds at its saving throw to resist being sickened by the
xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the
xulgath’s psychic magic.
A xulgath’s nonhostile psychic powers, including its
mindlink spell and ability to communicate telepathically, are also limited by
the range of its stench, as its strange secretions are what allows it to form a
bond between its own mind and the minds of others.
ECOLOGY
Environment any underground
Organization solitary, pair, or clutch (3–6)
Treasure standard
A xulgath druid is usually a cave druid or a rot druid.
It usually hates all life, especially sentient, and prefers to spend its’ time
with the elements or its plant (fungi) companions. Anything or anyone else, it
will attack on sight, most likely.
Xulgath cleric (cardinal) 5 CR 8
CE Medium humanoid (reptilian)
Init +3; Senses darkvision 90 ft.; Perception +11
Aura stench (DC 16, 10 rounds)
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 86 (11d8+33)
Fort +12, Ref +6, Will +10
OFFENSE
Speed 30 ft.
Melee spear +13 (1d8+6/×3), bite +8 (1d6+2) or 2 claws
+13 (1d4+4), bite +13 (1d6+4)
Ranged spear +9 (1d8+4/×3)
Special Attacks channel negative energy (3/day, 2d6),
psychogenic secretions
Domain Spell-Like Abilities (CL 6th;
concentration +7)
6/day – touch of darkness
Cleric Spells Prepared (CL 6th; concentration
+7)
3rd – animate dead, deeper darkness D
2nd – augury, blindness/deafness (blindness
only) d (DC 13), death knell (DC 13)
1st – bane (DC 12), cause fear (DC 12),
deathwatch, obscuring mist D (DC 12)
0 (at will) – bleed, detect magic, detect poison,
stabilize
D domain spell; Domains: Darkness.
Psychic Magic (CL 6th; concentration +7)
5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12),
suggestion (2 PE, DC 13)
STATISTICS
Str 18, Dex 17, Con 16, Int 13, Wis 16, Cha 12
Base Atk +7; CMB +11; CMD 21
Feats Animal Affinity, Blind-Fight B, Brilliant
Planner, Brilliant Spell Preparation, Deceitful, Iron Will, Skill Focus
(Perception)
Skills Bluff +7, Handle Animal +12, Heal +8, Intimidate
+5, Knowledge (geography) +6, Knowledge (local) +6, Perception +11, Ride +5,
Spellcraft +8, Stealth +13 (+17 in rocky areas); Racial Modifiers +4 Stealth
(+8 in rocky areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see
Psychogenic Secretions below)
Combat Gear potions of cure moderate wounds (3), scroll
of summon monster II, oil of magic weapon, thunderstone; Other Gear mwk spear,
unholy symbol, 100 gp
SPECIAL ABILITIES
Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its
troglodyte cousins. Although a xulgath’s oily secretions are completely
odorless, they cause any creatures (other than xulgaths) that come within 30
feet of a xulgath to immediately recall the most repugnant odor they have ever
smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity
to mind-affecting effects. The stench assaults the mind of its victims; even if
a creature succeeds at its saving throw to resist being sickened by the
xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the
xulgath’s psychic magic.
A xulgath’s nonhostile psychic powers, including its
mindlink spell and ability to communicate telepathically, are also limited by
the range of its stench, as its strange secretions are what allows it to form a
bond between its own mind and the minds of others.
ECOLOGY
Environment any underground
Organization solitary, pair, or clutch (3–6)
Treasure standard
A low-ranking xulgath cleric is a player of intrigue on
behalf of their church. There’s little piety in a xulgath cleric as they pursue
political power to ensure that the xulgath society runs smoothly, and they do
anything to succeed.
Xulgath ranger (deep walker) 7 CR 10
CE Medium humanoid (reptilian)
Init +3; Senses darkvision 90 ft.; Perception +18
Aura stench (DC 16, 10 rounds)
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 108 (6d8+18 plus 7d10+21)
Fort +13, Ref +10, Will +8
OFFENSE
Speed 30 ft.
Melee spear +18/+13 (1d8+6/×3), bite +13/+8 (1d6+2) or 2
claws +18/+13 (1d4+4), bite +18/+13 (1d6+4)
Ranged spear +18/+13 (1d8+5/×3)
Special Attacks combat style (two-weapon fighting),
favored enemy (drow +2, dwarves +4), psychogenic secretions
Psychic Magic (CL 6th; concentration +7)
5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12),
suggestion (2 PE, DC 13)
Ranger Spells Prepared (CL 6th; concentration
+7)
1st – alarm (DC 14)
STATISTICS
Str 18, Dex 18, Con 16, Int 13, Wis 15, Cha 12
Base Atk +11/+13; CMB +15/+17; CMD 21
Feats Animal Affinity, Double Slice B, Endurance
B, Iron Will, Mounted Combat, Nimble Moves, Skill Focus
(Perception), Track B, Two-Weapon Fighting B, Vital
Strike
Skills Climb +18, Handle Animal +19, Intimidate +6,
Knowledge (dungeoneering) +8, Perception +18, Ride +12, Stealth +20 (+24 in
rocky areas); Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see Psychogenic
Secretions below)
SQ deep knowledge +2, hunter’s bond (companions), rock
hopper
Combat Gear potions of cure moderate wounds (2), potion
of energy resistance (cold), tanglefoot bags (3); Other Gear mwk spear, bracers
of armor +1, 95 gp
SPECIAL ABILITIES
Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its
troglodyte cousins. Although a xulgath’s oily secretions are completely
odorless, they cause any creatures (other than xulgaths) that come within 30
feet of a xulgath to immediately recall the most repugnant odor they have ever
smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity
to mind-affecting effects. The stench assaults the mind of its victims; even if
a creature succeeds at its saving throw to resist being sickened by the
xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the
xulgath’s psychic magic.
A xulgath’s nonhostile psychic powers, including its
mindlink spell and ability to communicate telepathically, are also limited by
the range of its stench, as its strange secretions are what allows it to form a
bond between its own mind and the minds of others.
ECOLOGY
Environment any underground
Organization solitary, pair, or clutch (3–6)
Treasure standard
Xulgath rangers are professional walkers of the depths,
specializing in difficult underground terrain, and are remorseless trackers of
the xulgath enemies and quarries.
Xulgath cavalier (saurian champion) 8 CR 11
CE Medium humanoid (reptilian)
Init +3; Senses darkvision 90 ft.; Perception +17
Aura stench (DC 16, 10 rounds)
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 125 (6d8+18 plus 8d10+24)
Fort +14, Ref +7, Will +8
OFFENSE
Speed 30 ft.
Melee spear +19/+14 (1d8+7/×3), bite +14/+9 (1d6+3) or 2
claws +19/+14 (1d4+5), bite +19/+14 (1d6+5)
Ranged spear +15/+10 (1d8+4/×3)
Special Attacks psychogenic secretions, titanic challenge
3/day
Psychic Magic (CL 6th; concentration +7)
5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12),
suggestion (2 PE, DC 13)
STATISTICS
Str 19, Dex 17, Con 16, Int 14, Wis 15, Cha 12
Base Atk +12/+7; CMB +16/+11; CMD 21
Feats Animal Affinity, Critical Focus B, Iron
Will, Mounted Combat, Power Attack, Ride-By Attack, Skill Focus (Perception)
Skills Acrobatics +10, Climb +7, Diplomacy +6, Handle
Animal +18, Intimidate +8, Perception +17, Ride +11, Sense Motive +10, Stealth
+13 (+17 in rocky areas); Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see
Psychogenic Secretions below)
SQ expert trainer, fierce devotion, mount (triceratops),
nimble rider, savage combatant, wild warrior
Combat Gear: potion of cure moderate wounds (2); Other
Gear mwk spear, belt of giant strength, cloak of resistance, 35 gp
SPECIAL ABILITIES
Fierce Devotion (Ex)
The saurian champion’s mount has the devotion ability and
its effects also apply against emotion and fear effects. The mount is immune to
the effects of unnatural aura.
Nimble Rider (Ex)
A saurian champion has a +2 dodge bonus to AC when
mounted. Anything that causes it to lose its’ Dexterity bonus to AC also causes
the saurian champion to lose this dodge bonus.
Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its
troglodyte cousins. Although a xulgath’s oily secretions are completely
odorless, they cause any creatures (other than xulgaths) that come within 30
feet of a xulgath to immediately recall the most repugnant odor they have ever
smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity
to mind-affecting effects. The stench assaults the mind of its victims; even if
a creature succeeds at its saving throw to resist being sickened by the
xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the
xulgath’s psychic magic.
A xulgath’s nonhostile psychic powers, including its
mindlink spell and ability to communicate telepathically, are also limited by
the range of its stench, as its strange secretions are what allows it to form a
bond between its own mind and the minds of others.
Savage Combatant (Ex)
A saurian champion does not deal double damage when
charging with a lance (or a similar weapon) while mounted. While mounted, a
saurian champion cannot attack with ranged weapons other than thrown weapons.
Titanic Challenge (Ex)
A saurian champion considers only the largest creatures a
true challenge. Its titanic challenge adds only +4 on damage rolls against
Medium or smaller creatures, but adds a +1 bonus on attack rolls against a
target of its challenge that is at least two sizes categories large than itself
(aka Huge) and a +2 bonus on attack rolls against a Colossal target of its
challenge.
Wild Warrior (Ex)
A saurian champion does not select an order or gain any
order-related benefits.
ECOLOGY
Environment any underground
Organization solitary, pair, or clutch (3–6)
Treasure standard
A xulgath cavalier, when it is riding its’ triceratops
mount in combat, is a savage and malicious opponent indeed, intent on killing
everyone last one of its’ foes and the foes of its’ tribe.
Xulgath barbarian (cave barbarian ) 8 CR 11
CE Medium humanoid (reptilian)
Init +7; Senses darkvision 90 ft.; Perception +16 (+18 to
detect ambushes, movement and sound in darkness)
Aura stench (DC 16, 10 rounds)
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 142 (6d8+18 plus 8d12+24)
Fort +14, Ref +9, Will +8
OFFENSE
Speed 30 ft.
Melee +1 spear +20/+15 (1d8+8/×3), bite +15/+10 (1d6+3)
or 2 claws +20/+15 (1d4+5), bite +20/+15 (1d6+5)
Ranged spear +18/+13 (1d8+4/×3)
Special Attacks psychogenic secretions, rage powers
(animal fury, bestial climber, eclipsing rage, raging climber)
Psychic Magic (CL 6th; concentration +7)
5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12),
suggestion (2 PE, DC 13)
STATISTICS
Str 19, Dex 17, Con 17, Int 13, Wis 15, Cha 12
Base Atk +4; CMB +8; CMD 21
Feats Animal Affinity, Combat Reflexes, Improved
Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus
(Perception)
Skills Acrobatics +9, Climb +12, Handle Animal +17,
Intimidate +4, Knowledge (nature) +6, Perception +16, Stealth +18 (+22 in rocky
areas), Survival +8, Swim +12; Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see
Psychogenic Secretions below)
SQ improved uncanny dodge, sun walker, tight tunnels,
trap sense +2, tunnel vision, uncanny dodge
Combat Gear potions of cure moderate wounds (3); Other
Gear +1 spear, belt of incredible dexterity +2, bag of gemstones, 60 gp
SPECIAL ABILITIES
Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its
troglodyte cousins. Although a xulgath’s oily secretions are completely
odorless, they cause any creatures (other than xulgaths) that come within 30
feet of a xulgath to immediately recall the most repugnant odor they have ever
smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity
to mind-affecting effects. The stench assaults the mind of its victims; even if
a creature succeeds at its saving throw to resist being sickened by the
xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the
xulgath’s psychic magic.
A xulgath’s nonhostile psychic powers, including its
mindlink spell and ability to communicate telepathically, are also limited by
the range of its stench, as its strange secretions are what allows it to form a
bond between its own mind and the minds of others.
Sun Walker (Ex)
A xulgath cave dweller has a +1 dodge bonus to AC and on
saving throws against effects with the light descriptor or that produce bright
or sudden light. Any penalties on attack rolls, saving throws or skill checks
because of bright light are reduced by 1.
Tight Tunnels (Ex)
A xulgath cave dweller can make a single turn up to 90
degrees while running (though not while charging). Additionally, they take no
penalties to movement speed while squeezing
Tunnel Vision (Ex)
A xulgath cave dweller has a +2 bonus on Perception
checks to detect ambushes, movement, and sound while in darkness.
A xulgath cave dweller is often the tribe’s champion, not
the best or smartest fighter, but the most ferocious and feral. They continue
fighting until either they or their enemies are dead. They often are praised by
the xulgath leaders, but the latter keep a careful eye on them, just in case.
Xulgath shifter (elemental shifter) 10 CR 13
CE Medium humanoid (reptilian)
Init +3; Senses darkvision 90 ft.; Perception +18
Aura stench (DC 16, 10 rounds)
DEFENSE
AC 20, touch 13, flat-footed 16 (+3 Dex, +6 natural, +2
defensive bonus)
hp 144 (6d8+18 plus 10d10+30)
Fort +15, Ref +12, Will +9
OFFENSE
Speed 30 ft.
Melee spear +21/+16 (1d8+6/×3), bite +16/+11 (1d8+2) or 2
claws +21/+16 (1d6+4), bite +21/+16 (1d8+4)
Ranged spear +17/+12 (1d8+4/×3)
Special Attacks elemental aspect, elemental form,
elemental speech, elemental strike, omnielementalist, psychogenic secretions
Psychic Magic (CL 6th; concentration +7)
5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12),
suggestion (2 PE, DC 13)
STATISTICS
Str 18, Dex 17, Con 16, Int 14, Wis 16, Cha 12
Base Atk +14/+9; CMB +18/+13; CMD 21
Feats Animal Affinity, Improved Natural Attack (claws),
Improved Natural Attack (bite), Iron Will, Jaguar Pounce, Power Attack, Skill
Focus (Perception)
Skills Acrobatics +11, Climb +12, Craft (weaponsmithing)
+8, Handle Animal +18, Knowledge (nature) +8, Perception +18, Ride +11, Stealth
+19 (+23 in rocky areas), Survival +10, Swim +12; Racial Modifiers +4 Stealth
(+8 in rocky areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see
Psychogenic Secretions below)
SQ defensive instinct, track, trackless step, woodland
stride
Combat Gear potions of cure serious wounds (2); Other
Gear mwk spear, bracers of armor +2, cloak of resistance +1
SPECIAL ABILITIES
Defensive Instinct (Ex)
When unarmored, not using a shield, unencumbered, and
conscious, the elemental shifter adds his Wis bonus to his AC and CMD. If he is
wearing non-metal armor or using a non-metal shield, they instead add half his
Wis bonus to AC. In addition, they have a +2 bonus to AC and CMD. These bonuses
to AC apply even against touch attacks and when the elemental shifter is
flat-footed. They lose these bonuses when immobilized or helpless. These
bonuses don’t stack with the monk’s AC bonus class feature.
Elemental Aspect (Su)
This elemental shifter has the earth, fire and water
elemental aspects.
Elemental Form (Su)
When an elemental shifter uses wild shape, they instead
are affected as if by elemental body I, but they only gain the benefits of
their elemental aspect. While in an elemental form, the elemental shifter can
speak only the elemental language associated with that form and they can do so
only if they know it.
Elemental Speech (Su)
When in their elemental aspect, an elemental shifter
gains the benefit of tongues with creatures of the elemental subtype that match
their current elemental aspect.
Elemental Strike (Su)
As a swift action, the elemental shifter can charge their
melee attack with elemental energy. They can charge their attacks only with the
element they have chosen with elemental aspects. Once charged, each melee
attack the elemental shifter makes until the start of their next turn deals an
additional 3d6 points of energy damage based on the element they choose when
taking this action.
Omnielementalist (Su)
An elemental shifter can fuse two elemental forms
together, gaining combined powers of the different aspects and manifesting them
in ways similar to powerful natural weather phenomena. When an elemental
shifter takes on one minor form each from two of their elemental aspects, they
gain an additional ability as long as they maintain that form. (Mudslide, steam
cloud, volcanic stride).
Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its
troglodyte cousins. Although a xulgath’s oily secretions are completely
odorless, they cause any creatures (other than xulgaths) that come within 30
feet of a xulgath to immediately recall the most repugnant odor they have ever
smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity
to mind-affecting effects. The stench assaults the mind of its victims; even if
a creature succeeds at its saving throw to resist being sickened by the
xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the
xulgath’s psychic magic.
A xulgath’s nonhostile psychic powers, including its
mindlink spell and ability to communicate telepathically, are also limited by
the range of its stench, as its strange secretions are what allows it to form a
bond between its own mind and the minds of others.
Track (Ex)
An elemental shifter adds half their level as a bonus on
Survival checks to follow tracks.
Trackless Step (Ex):
An elemental shifter leaves no trail in natural
surroundings and cannot be tracked. They can choose to leave a trail if that is
so desired.
Woodland Stride (Ex)
As a 10-th level druid.
ECOLOGY
Environment any underground
Organization solitary, pair, or clutch (3–6)
Treasure standard
A xulgath shifter is one of the most powerful members of
a xulgath tribe, and usually serves as a bodyguard to a xulgath king. Almost
all xulgath shifters are elemental shifters, though some prefer to take on the
basic shifter path, or, more rarely, that of an oozemorph. Despite their
inherently evil nature, no xulgath would become a fiendflesh shifter – for some
reason they consider this path to be anathema to their natures. On their own,
xulgath shifters are not very sane, though they are usually lucid, and are
firmly devoted to both their tribes and their elements. As a rule, they acquire
an earth elemental aspect first, and the air elemental aspect last. They hate
intruders and will do their best to kill them, if given a chance.
Xulgath cleric (cardinal) 11 CR 14
CE Medium humanoid (reptilian)
Init +3; Senses darkvision 90 ft.; Perception +12
Aura stench (DC 16, 10 rounds)
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 153 (17d8+51)
Fort +15, Ref +8, Will +13
OFFENSE
Speed 30 ft.
Melee +1 spear +18/+13 (1d8+9/×3), bite +13/+8 (1d6+4) or
2 claws +18/+13 (1d4+6), bite +18/+13 (1d6+8)
Ranged spear +14/+9 (1d8+4/×3)
Special Attacks channel negative energy (6/day, 5/day),
psychogenic secretions
Domain Spell-Like Abilities (CL 7th;
concentration +8
6/day – touch of darkness (5 rounds)
5/day – eyes of darkness
Cleric Spells Prepared (CL 7th; concentration
+8)
6th – create undead, shadow walk D,
5th – greater command (DC 20), dispel good,
summon monster V (1d3 shadows) D,
4th – chaos hammer (DC 19), discern lies (DC
19), divine power, shadow conjuration D (DC 19),
3rd – animate dead, bestow curse (DC 18),
deeper darkness D, invisibility purge (DC 18), magic circle against
good
2nd – align weapon, blindness/deafness
(blindness only) D (DC 17), bull’s strength, enthrall (DC 17),
gentle repose
1st – bane (DC 16), cause fear (DC 16),
command (DC 16), detect good, obscuring mist D
0 (at) – bleed (DC 15), guidance, read magic, stabilize
(DC 15)
(D) Domain spell; Domains: Darkness
Psychic Magic (CL 6th; concentration +7)
5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12),
suggestion (2 PE, DC 13)
STATISTICS
Str 20, Dex 17, Con 16, Int 13, Wis 18, Cha 13
Base Atk +12/+7; CMB +16/+11; CMD 21
Feats Animal Affinity, Blustering Bluff, Brilliant
Planner, But a Scratch, Combat Casting, Iron Will, Skill Focus (Perception)
Skills Bluff +9, Diplomacy +9, Handle Animal +13, Heal
+10, Intimidate +9, Knowledge (geography) +8, Knowledge (local) +8, Knowledge
(religion) +8, Knowledge (the planes) +8, Linguistics +8, Perception +12, Ride
+5, Spellcraft +8, Stealth +13 (+17 in rocky areas); Racial Modifiers +4
Stealth (+8 in rocky areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see
Psychogenic Secretions below)
Combat Gear potions of cure moderate wounds (4), wand of
bear’s endurance (8 charges); Other Gear +1 spear, belt of giant strength +2, headband of inspired wisdom +2, other
gear, 50 gp
SPECIAL ABILITIES
Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its
troglodyte cousins. Although a xulgath’s oily secretions are completely
odorless, they cause any creatures (other than xulgaths) that come within 30
feet of a xulgath to immediately recall the most repugnant odor they have ever
smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity
to mind-affecting effects. The stench assaults the mind of its victims; even if
a creature succeeds at its saving throw to resist being sickened by the
xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the
xulgath’s psychic magic.
A xulgath’s nonhostile psychic powers, including its
mindlink spell and ability to communicate telepathically, are also limited by
the range of its stench, as its strange secretions are what allows it to form a
bond between its own mind and the minds of others.
ECOLOGY
Environment any underground
Organization solitary, pair, or clutch (3–6)
Treasure standard
A xulgath high priest is a mastermind of intrigue,
utilizing not so much the occult, as the sneaky powers of the mind and its’
straightforward cunning. Like its’ subordinates, it usually has access to the
Darkness domain, or to the Loss subdomain, though Chaos and Evil domains (and
Demon and Fear subdomains) are also frequest. A xulgath high priest rules with
an iron claw, and is always ready and willing to sacrifice live sacrifices,
whether its’ own people or outsiders to further its’ goals and to increase its’
own powers.
Half-hezrou xulgath CR 6
CE Medium outsider (native, reptilian)
Init +3; Senses darkvision 90 ft.; Perception +13
Aura stench (DC 16, 10 rounds)
DEFENSE
AC 20, touch 13, flat-footed 16 (+3 Dex, +8 natural)
hp 81 (6d8+54)
Fort +8, Ref +5, Will +6
Defensive Qualities DR 5/magic; Immune poison; Resist
acid 10, cold 10, electricity 10, fire 10; SR 15
OFFENSE
Speed 30 ft., swim 30 ft.
Melee spear +8 (1d8+10/×3), bite +3 (1d6+6) or 2 claws +8
(1d4+8), bite +8 (1d6+8)
Ranged spear +7 (1d8+4/×3)
Special Attacks psychogenic secretions, smite good,
spell-like abilities, stench
Psychic Magic (CL 6th; concentration +7)
5 PE—mindlink (1 PE, DC 12), silent image (1 PE, DC 12),
suggestion (2 PE, DC 13)
Spell-Like Abilities (CL 6th)
3/day – darkness; 1/day – gaseous form, unholy blight (DC
16)
STATISTICS
Str 22, Dex 17, Con 22, Int 15, Wis 17, Cha 16
Base Atk +4; CMB +8; CMD 21
Feats Animal Affinity, Iron Will, Skill Focus
(Perception)
Skills Handle Animal +14, Perception +13, Ride +5,
Stealth +15 (+19 in rocky areas); Racial Modifiers +4 Stealth (+8 in rocky
areas)
Languages Draconic, Undercommon; telepathy 30 ft. (see
Psychogenic Secretions below)
SPECIAL ABILITIES
Psychogenic Secretions (Su)
A xulgath’s stench is far more potent than that of its
troglodyte cousins. Although a xulgath’s oily secretions are completely
odorless, they cause any creatures (other than xulgaths) that come within 30
feet of a xulgath to immediately recall the most repugnant odor they have ever
smelled. This is a mind-affecting effect, but it bypasses a vermin’s immunity
to mind-affecting effects. The stench assaults the mind of its victims; even if
a creature succeeds at its saving throw to resist being sickened by the
xulgath’s stench, it takes a –4 penalty on Will saving throws to resist the
xulgath’s psychic magic.
A xulgath’s nonhostile psychic powers, including its
mindlink spell and ability to communicate telepathically, are also limited by
the range of its stench, as its strange secretions are what allows it to form a
bond between its own mind and the minds of others.
Smite Good (Su)
As a 6-th level paladin save that it affects good foes
only.
ECOLOGY
Environment any underground
Organization solitary, pair, or clutch (3–6)
Treasure standard
Unlike many other evil humanoids, xulgaths do not cavort
with demons very regularly, preferring to use less extraplanar and supernatural
means of evil to spread their influence across. The only exception are the
hezrou demons, who have a relationship of mutual interest and respect with the
xulgaths, finding that they have many things in common. Xulgaths find hezrous
to be too barbaric, and hezrous find xulgaths to be too weak, but this does not
prevent from half-hezrou xulgaths to appear among the xulgath society. A
half-hezrou xulgath looks like a big and bulky xulgath with a skin condition
and body proportions that are more frog-like than lizard-like A half-hezrou
xulgath will be usually a barbarian or an alchemist within the xulgath society.
No comments:
Post a Comment