CREATURE 5
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
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.
Open Xulgath Spinesnapper in the interactive creatures list or browse all creatures starting with X.