CREATURE 6
Perception +15; darkvision
Languages Draconic, Undercommon
Skills Acrobatics +16, Athletics +14, Stealth +16, Survival +15
Str +4 Dex +4 Con +1 Int +0 Wis +3 Cha +0
Items javelins (6), scimitar, studded leather armor
AC 24; Fort +13, Ref +16, Will +13
HP 95
Powerful Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 23 Fortitude save. On a failure, the creature is sickened 2, and on a critical failure, the creature is also slowed 1 for as long as it is sickened. 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 30 feet; light step
Melee scimitar +16 (forceful, sweep), Damage 1d6+4 slashing
Melee jaws +16, Damage 1d6+4 piercing
Melee claw +16 (agile, finesse), Damage 1d4+4 slashing
Ranged javelin +16 (thrown 60 feet), Damage 1d6+4 piercing damage
Light Step When a skirmisher Strides or Steps, they ignore difficult terrain and treat greater difficult terrain as difficult terrain.
Powerful Arm The xulgath skirmisher doubles the range increment of its thrown weapons.
Skirmishing Movement (attack, move) The xulgath skirmisher Strides or Steps, then Strikes. This Strike deals an additional 3d6 precision damage.
Extinction Curse #3: Life’s Long Shadows, page 27.
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