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Xulgath Leader

Xulgath Leader Creature3

CE Medium Humanoid Xulgath

Senses 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. As xulgath warrior, but DC 19.

Speed 25 feet

Melee [one-action] greataxe +11 (sweep), Damage 1d10+6 slashing plus Weakening Strike

Melee [one-action] jaws +11, Damage 1d6+6 piercing plus Weakening Strike

Melee [one-action] claw +11 (agile), Damage 1d4+6 slashing

Ranged [one-action] javelin +8 (thrown 30 feet), Damage 1d6+4 piercing

Weakening Strike [one-action] The target must succeed at a DC 20 Fortitude save or become enfeebled 1 (or enfeebled 2 on a critical hit) for 1 round.


Xulgath leaders are usually the strongest, most violent members of a community-although in some cases, particularly in larger groups, xulgath tribes are led by powerful demon cultists or other monsters who seek to use the xulgaths as servants or slaves.

Section 15: Copyright Notice

Pathfinder Bestiary (Second Edition) © 2019, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer.