Hooklimb Xulgath
CREATURE 10 +18; darkvision
Draconic, Sakvroth
Acrobatics +25, Athletics +21, Intimidation +16, Stealth +19, Survival +16
Str +7, Dex +5, Con +3, Int +0, Wis +2, Cha +0
Quick Catch
The hooklimb always critically succeeds at checks to Grab an Edge.
AC 29; Fort +21, Ref +21, Will +16
HP 190
Attack of Opportunity
A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Powerful Stench (aura, olfactory)
30 feet. A creature that enters the area must attempt a DC 28 Fortitude save. On a failure, the creature is Sickened 2, and on a critical failure, the creature is also Slowed 1 for as long as it is sickened. 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.
25 feet, climb 25 feet
Melee Jaws +22 (unarmed), Damage 1d6+13 piercing
Melee Claw +22 (agile, unarmed), Damage 2d8+13 slashing
Raking Claws
The hooklimb flexes hooklike barbs on its claws. Until the start of the hooklimb's next turn, its claws Strikes deal an additional 1d10 persistent bleed damage.
Rend
Pathfinder #153: Life's Long ShadowsOGL