CREATURE 3
Perception +9; darkvision
Languages Draconic, Undercommon
Skills Athletics +11, Intimidation +6, Stealth +6
Str +4 Dex +1 Con +2 Int -1 Wis +2 Cha +1
Items breastplate, greataxe, javelin (4)
AC 20; Fort +9, Ref +6, Will +9
HP 44
Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 19 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' stenches for 1 minute.
Speed 25 feet
Melee greataxe +11 (sweep), Damage 1d10+6 slashing plus Weakening Strike
Melee jaws +11, Damage 1d6+6 piercing plus Weakening Strike
Melee claw +11 (agile), Damage 1d4+6 slashing
Ranged javelin +8 (thrown 30 feet), Damage 1d6+4 piercing
Weakening Strike The target must succeed at a DC 20 Fortitude save or become enfeebled 1 (or enfeebled 2 on a critical hit) for 1 round. Lone exiles of yeti clans have little use for treasure and leave the gear of their slain victims behind where it is quickly covered by snowfall. Clan-based yetis, on the other hand, create beautifully carved stonework, some of which they shape into protective talismans of rare beauty.
Bestiary, page 337.
Open Xulgath Leader in the interactive creatures list or browse all creatures starting with X.