Xulgath Leader Creature 3

CE Medium Humanoid Xulgath

Senses Perception +9; darkvision

Languages Draconic, Undercommon

Skills Athletics +11, Intimidation +6, Stealth +6

Str +4, Dex +1, Con +2, Int -1, Wis +2, Cha +1

Items breastplate, greataxe, javelin (4)

AC 20; Fort +9, Ref +6, Will +9

HP 44

Stench (aura, olfactory) 30 feet. As xulgath warrior, but DC 19.

Speed 25 feet

Melee greataxe +11 (sweep), Damage 1d10+6 slashing plus Weakening Strike

Melee jaws +11, Damage 1d6+6 piercing plus Weakening Strike

Melee claw +11 (agile), Damage 1d4+6 slashing

Ranged javelin +8 (thrown 30 feet), Damage 1d6+4 piercing

Weakening Strike The target must succeed at a DC 20 Fortitude save or become enfeebled 1 (or enfeebled 2 on a critical hit) for 1 round.


Xulgath leaders are usually the strongest, most violent members of a community—although in some cases, particularly in larger groups, xulgath tribes are led by powerful demon cultists or other monsters who seek to use the xulgaths as servants or slaves.