Xulgath Spinesnapper

CREATURE 5

ce large humanoid xulgath 

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 (shove), Damage 1d12+10 bludgeoning

Melee [>] jaws +15, Damage 2d8+8 piercing

Melee [>] claw +15 (agile), Damage 2d4+8 slashing plus

Grab

Brutal 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.

Extinction Curse #2: Legacy of the Lost God, page 84.

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