Xulgath Skirmisher
CREATURE 6 +15; darkvision
Draconic, Sakvroth
Acrobatics +16, Athletics +14, Stealth +16, Survival +15
Str +4, Dex +4, Con +1, Int +0, Wis +3, Cha +0
AC 24; Fort +13, Ref +16, Will +13
HP 95
Powerful Stench (aura, olfactory)
30 feet. A creature that enters the area must attempt a DC 23 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.
30 feet; light step
Melee Scimitar +16 (forceful, sweep), Damage 1d6+4 slashing
Melee Jaws +16 (unarmed), Damage 1d6+4 piercing
Melee Claw +16 (agile, finesse, unarmed), Damage 1d4+4 slashing
Melee Javelin +16 (thrown 60), Damage 1d6+4 piercing
Light Step
Powerful Arm
The xulgath skirmisher doubles the range increment of its thrown weapons.
Skirmishing Movement (attack, move)
Pathfinder #153: Life's Long ShadowsOGL