Xulgath Skirmisher

Level 6
Creature· chaoticUncommonMediumLegacy
AC
24
HP
95
Speed
30 ft.
Perception
+15
Fort
+13
Ref
+16
Will
+13
Languages draconic, sakvroth
Senses darkvision
Skills acrobatics +16, stealth +16, survival +15, athletics +14
Recall Knowledge DC 24 (society)

Attacks

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 ft.), Damage 1d6+4 piercing

Abilities

Powerful Stench

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.

Light Step

When a skirmisher Strides or Steps, they ignore difficult terrain and treat greater difficult terrain as difficult terrain.

Powerful Arm

The xulgath skirmisher doubles the range increment of its thrown weapons.

Skirmishing Movement◆◆

The xulgath skirmisher Strides or Steps, then Strikes. This Strike deals an additional 3d6 precision damage.