Xulgath Herd-Tender

Level 8
Creature· chaoticMediumLegacy
AC
27
HP
135
Speed
25 ft.
Perception
+17
Fort
+18
Ref
+16
Will
+14
Languages draconic, sakvroth
Senses darkvision
Skills athletics +18, nature +17, survival +17, acrobatics +16, intimidation +16, stealth +16
Recall Knowledge DC 24 (society)

Attacks

Melee Whip +19 (disarm, finesse, nonlethal, reach 10 ft., trip), Damage 1d4+10 slashing
Melee Jaws +19 (unarmed), Damage 2d8+10 piercing
Melee Claw +19 (agile, unarmed), Damage 2d6+10 slashing
Melee Composite Shortbow +20 (deadly-2d10, magical, propulsive, reload 0 ft.), Damage 2d6+10 piercing
Melee Alchemist's Fire (Moderate) +20 (bomb, splash), Damage 2d8 fire plus 2 fire plus 2 fire

Abilities

Mounted Defense

Prerequisite The herd-tender is mounted

Trigger The herd-tender is targeted with a melee or ranged attack by an attacker they can see


Effect The herd-tender gains a +2 circumstance bonus to AC against the triggering attack.

Powerful Stench

30 feet. A creature that enters the area must attempt a DC 26 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.

Feral Directive◆◆

The xulgath attempts to Command an Animal on their mount, but instead of demanding a specific action such as Stride or Strike, the xulgath gives a general directive, such as to return to camp or to attack a small group the mount can see. The mount and the xulgath each retain 3 actions on their turns, but the mount doesn't change its general tactics until the xulgath uses Feral Directive or Command an Animal again.

Mounted Superiority

A mounted xulgath's Strikes deal an additional 1d8 damage to creatures that aren't mounted.