Xulgath Spinesnapper
CREATURE 5Xulgath physiological diversity doesn't always imply drastic change; some xulgaths are simply much larger and stronger than their clutchmates. Most xulgaths call such siblings spinesnappers, though terms like bonebreaker, marrowvent, or similarly violent epithets are equally common. A typical spinesnapper is 9 feet tall and weighs 350 pounds.
In battle, spinesnappers have all the speed, grace, and strength of a sledgehammer. They are ideal shock troops and make a good first line of defense. When an inter-clutch conflict leads to a duel, spinesnappers are typically called upon to rise to the challenge. In this case, a spinesnapper representative from each clutch squares off for what is in theory a nonlethal wrestling match, after which the winner scrapes off some of the loser's scales as a trophy.
30 feet. A creature entering 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.
Effect: Xulgath Stench
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 Off-Guard 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.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.