Xulgath Skulker

CREATURE 2

ce medium humanoid xulgath 

Perception +7; darkvision

Languages Draconic, Undercommon

Skills Acrobatics +8, Stealth +8, Thievery +8

Str +3 Dex +4 Con +2 Int -1 Wis +1 Cha +0

Items dagger (4)

AC  19; Fort +8, Ref +10, Will +5

HP 28

Stench (aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 16 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.

Stench Suppression [F] A xulgath skulker can suppress its stench aura as a free action to better hide its presence. The skulker can resume its stench aura as a free action.

Speed 25 feet

Melee [>] dagger +10 (agile, finesse, versatile s), Damage 1d4+3 piercing

Melee [>] jaws +9, Damage 1d6+3 piercing

Melee [>] claw +10 (agile, finesse), Damage 1d4+3 slashing

Ranged [>] dagger +10 (agile, thrown 10 feet, versatile s), Damage 1d4+3 piercing

Hidden Movement If a xulgath skulker starts its turn undetected by a creature or merely hidden from it, that creature is flat-footed against the skulker's attacks until the end of the skulker's turn.

Sneak Attack A xulgath skulker deals an additional 1d6 precision damage to flat-footed creatures.

Bestiary, page 337.

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