Perception +6; darkvision
Languages Draconic, Undercommon
Skills Athletics +7, Stealth +5
Str +4, Dex +2, Con +3, Int –1, Wis +1, Cha +0
Items club, javelin (3)
AC 16; Fort +8, Ref +7, Will +4
HP 21
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.
Speed 25 feet
Melee club +9, Damage 1d6+4 bludgeoning
Melee jaws +9, Damage 1d6+4 piercing
Melee claw +9 (agile), Damage 1d4+4 slashing
Ranged club +7 (thrown 10 feet), Damage 1d6+4 bludgeoning
Ranged javelin +7 (thrown 30 feet), Damage 1d6+4 piercing
Xulgath Warrior
Xulgath warriors strike with fury and eager cruelty, always ready for the next fight. The taking of prizes from battle—including weapons and items stolen from defeated foes along with grislier trophies harvested from fallen victims’ flesh—is a popular pursuit among these vicious reptiles, and those whose armor and scales are most adorned are awarded the greatest respect (and perhaps fear) from their kin.