Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(Pathfinder 2e) (Xulgath Bilebearer)
Actions/Abilities/Traits: (Pathfinder 2e) (Xulgath Bilebearer)
Ability
Putrid Blast
2 circumstance penalty to Fortitude saves against xulgath bile for 1 minute.
Ability
Stench
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. A xulgath bilebearer can activate or deactivate its stench aura as a free action.
Ability
Xulgath Bile
(poison) Saving Throw Fortitude DC 16; Maximum Duration 1 hour; Stage 1 fatigued (1 minute); Stage 2 fatigued and unconscious (1 minute).
Offense
Melee
Circumstance: combat round (melee)
dagger +12 [+8/+4] (agile, finesse, versatile S), Damage 1d4+4 piercing plus xulgath bile
Offense
Ranged
Circumstance: combat round (ranged)
dagger +12 [+8/+4] (agile, finesse, thrown 10 feet, versatile s), Damage 1d4+4 piercing plus xulgath bile
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Xulgath
These subterranean reptilian creatures tend to have darkvision and smell awful.
Item
dagger (2)
Language
Draconic
Undercommon
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Xulgath Bomber)
Actions/Abilities/Traits: (Pathfinder 2e) (Xulgath Bomber)
Ability
Concentrated Xulgath Bile
(poison) The sickened condition from concentrated xulgath bile doesn't improve on its own until the target recovers from the poison. A target who recovers from concentrated xulgath bile is immune to being sickened by this poison for 1 minute; Saving Throw Fortitude DC 22; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and sickened 1 (1 round); Stage 2 2d10 poison damage and sickened 2 (1 round); Stage 3 2d10 poison damage and sickened 3 (1 round).
Ability
Infused Items
A xulgath bomber carries the following infused items: 2 doses of concentrated xulgath bile, 2 moderate acid flasks, and 2 moderate alchemist's fire. These items last for 24 hours, or until the next time they make their daily preparations.
Ability
Powerful Stench
(aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 24 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.
Ability
Quick Bomber
The bomber Interacts to draw a bomb, then Strikes with it.
Offense
Melee
Circumstance: combat round (melee)
greatpick +16 [+11/+6] (fatal d12), Damage 1d12+5 piercing plus concentrated xulgath bile
Offense
Ranged
Circumstance: combat round (ranged)
acid flask +17 [+12/+7] (range increment 20 feet, splash), Effect: 5 acid damage plus 2d6+2 persistent acid and 4 acid splash
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Xulgath
These subterranean reptilian creatures tend to have darkvision and smell awful.
Item
2 moderate acid flasks
A xulgath bomber carries the following infused items: 2 doses of concentrated xulgath bile
and 2 moderate alchemist's fire. These items last for 24 hours
or until the next time they make their daily preparations.
Language
Draconic
Undercommon
Perception
darkvision
Resistance
poison 5

Actions/Abilities/Traits:
(Pathfinder 2e) (Xulgath Deepmouth)
Actions/Abilities/Traits: (Pathfinder 2e) (Xulgath Deepmouth)
Ability
Cleric Domain Spells
DC 33, 3 Focus Points; 6th commanding lash, vibrant thorns
Ability
Devourer's Dictum
(concentrate) The deepmouth warps part of a scalescribed creature's flesh into a mouthed tentacle, then wills it to lash out. The deepmouth makes a jaws Strike that originates from any living scalescribed creature within 120 feet; this Strike also has reach 15 feet and deals an additional 2d8 negative damage. If the Strike originates from a creature other than the deepmouth, that creature triggers reactions as though it had made the Strike.
Ability
Divine Prepared Spells
DC 33, attack +27; 6th divine wrath, enervation, harm (×6), repulsion (×2); 5th heal (×2), ravening maw; 4th air walk (×2); 3rd heroism, meld into stone, vampiric touch; 2nd status (×3); 1st protection, ray of enfeeblement (×2); Cantrips (6th) chill touch, daze, detect magic, shield
Ability
Divine Rituals
DC 1; 6th commune; 2nd consecrate
Ability
Scalescribe
(manipulate) With 10 minutes of work, a deepmouth can carve a magical rune called a scalescript on the flesh of a living, willing xulgath (including the deepmouth itself). A creature cannot be inscribed with more than one scalescribe rune at a time, and a deepmouth can create and maintain no more than three scalescripts at a time. If the deepmouth Scalescribed itself, it can provide material and somatic components while Casting a Spell without a free hand.
Ability
Stench
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.
Offense
Melee
Circumstance: combat round (melee)
spiked gauntlet +21 [+17/+13] (agile, free-hand, magical), Damage 2d4+6 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Xulgath
These subterranean reptilian creatures tend to have darkvision and smell awful.
Item
+1 hide armor
+1 striking spiked gauntlet
bone religious symbol of Zevgavizeb
material component pouch
Language
Draconic
Undercommon
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Xulgath Demon-Caller)
Actions/Abilities/Traits: (Pathfinder 2e) (Xulgath Demon-Caller)
Ability
Cleric Domain Spells 1 Focus Point,
DC 24; 3rd athletic rush
Ability
Demonic Condemnation
The target must succeed at a DC 22 Fortitude save or become frightened 2 (frightened 4 on a critical failure). The target is enfeebled 1 for as long as it is frightened.
Ability
Divine Prepared Spells
DC 24, attack +16; 3rd blindness, harm, vampiric touch; 2nd death knell, dispel magic, spiritual weapon (×2); 1st bane, command (×2), heal; Cantrips (3rd) detect magic, forbidding ward, guidance, shield
Ability
Stench
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.
Offense
Melee
Circumstance: combat round (melee)
spiked gauntlet +16 [+12/+8] (agile, magical), Damage 2d4+4 piercing plus demonic condemnation
Offense
Ranged
Circumstance: combat round (ranged)
javelin +12 [+7/+2] (thrown 30 feet), Damage 1d6+4 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Xulgath
These subterranean reptilian creatures tend to have darkvision and smell awful.
Item
+1 striking spiked gauntlet
religious symbol of Zevgavizeb
Language
Draconic
Undercommon
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Xulgath Gutrager)
Actions/Abilities/Traits: (Pathfinder 2e) (Xulgath Gutrager)
Ability
Caustic Fog
(acid, aura) 10 feet. Whenever a gutrager is within another xulgath's stench aura, a fog appears around the gutrager; creatures in the fog (including the gutrager) can see as normal, but they are concealed from creatures outside the fog. Non-xulgaths that begin their turn in the fog take 2d6 acid damage. Strong winds suppress this ability.
Ability
Corrosive Kiss
Frequency: once per round
Effect: The gutrager propels its esophagus out of its body to deliver an acidic blow. It makes an unarmed Strike against a creature or unattended object within 30 feet with a +23 attack bonus. On a hit, the target takes 2d6+8 bludgeoning plus 4d6 acid damage. On a critical hit, the target also takes 2d6 persistent acid damage. The gutrager is clumsy 1 for 1 round as it re-coils its esophagus.
Ability
Self-Detonate
Circumstance: The gutrager has 45 or fewer HP;
The gutrager compresses its gut and explodes in a burst of viscera, dying instantly and dealing 8d8 acid damage to creatures and unattended objects in a 20-foot emanation centered on the gutrager (DC 31 basic Reflex save).
Offense
Melee
Circumstance: combat round (melee)
jaws +21 [+16/+11], Damage 2d6+8 piercing plus 2d6 acid
Offense
Ranged
Circumstance: combat round (ranged)
bile jet +23 [+18/+13] (acid, range increment 60 feet), Damage 4d8+7 acid
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Xulgath
These subterranean reptilian creatures tend to have darkvision and smell awful.
Language
Draconic
Undercommon
Perception
darkvision
Resistance
acid 10

Actions/Abilities/Traits:
(Pathfinder 2e) (Xulgath Hardscale)
Actions/Abilities/Traits: (Pathfinder 2e) (Xulgath Hardscale)
Ability
Aggressive Block [Free Action]
Circumstance: Trigger: The hardscale uses the Shield Block reaction, and the op
The hardscale makes an Athletics check to Shove the opponent. This Shove doesn't increase the hardscale's multiple attack penalty. If they roll a critical failure, they get a failure instead. If they roll a success, they get a critical success instead.
Ability
Attack of Opportunity [Reaction]
Ability
Hammer Mastery
The hardscale deals an extra 1d8 damage with weapons with the shove trait, and weapons with the shove trait gain the deadly 2d8 trait when the hardscale uses them (both the extra weapon damage die and the deadly trait have already been included in the hardscale's warhammer Strike above).
Ability
Hardscale Shield Stance
A hardscale always has their shield raised as if they had used the Raise a Shield action, as long as they meet that action's requirements.
Ability
Powerful Stench
(aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 32 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.
Ability
Shield Block [Reaction]
At the beginning of each of their turns, the hardscale receives an additional reaction that they can use only for Shield Block.
Ability
Shield Warden
If the hardscale has their shield raised, they can Shield Block when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the hardscale.
Offense
Melee
Circumstance: combat round (melee)
warhammer +24 [+19/+14] (deadly 2d8, magical, shove), Damage 3d8+11 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
javelin +21 [+16/+11] (thrown 20 feet), Damage 1d6+11 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Xulgath
These subterranean reptilian creatures tend to have darkvision and smell awful.
Item
+1 resilient breastplate
+1 striking warhammer
BT 40)
HP 80
javelins (3)
lesser sturdy shield (Hardness 10
moderate elixir of life
necklace of bone and gems worth 100 gp
Language
Draconic
Undercommon
Perception
(23 when using for initiative)

Actions/Abilities/Traits:
(Pathfinder 2e) (Xulgath Leader)
Actions/Abilities/Traits: (Pathfinder 2e) (Xulgath Leader)
Ability
Stench
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.
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
greataxe +11 [+6/+1] (sweep), Damage 1d10+6 slashing plus Weakening Strike
Offense
Ranged
Circumstance: combat round (ranged)
javelin +8 [+3/-2] (thrown 30 feet), Damage 1d6+4 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Xulgath
These subterranean reptilian creatures tend to have darkvision and smell awful.
Item
breastplate
greataxe
javelin (4)
Language
Draconic
Undercommon
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Xulgath Mage)
Actions/Abilities/Traits: (Pathfinder 2e) (Xulgath Mage)
Ability
Ability
Circumstance: Trigger: A creature Casts a Spell the xulgath mage has in her rep
triggering spell.
Ability
Arcane Spontaneous Spells
DC 26, spell attack +18; 4th acid arrow, dimension door, lightning bolt (3 slots); 3rd fireball, haste, magic missile (4 slots); 2nd create food, dispel magic, flaming sphere, see invisibility (4 slots); 1st burning hands, fear, magic missile, ray of enfeeblement (4 slots); Cantrips (4th) acid splash, detect magic, mage hand, read aura, shield
Ability
Bloodline Spells 3 Focus Points,
DC 26; 4th ancestral memories, extend spell
Ability
Counterspell [Reaction]
Circumstance: Trigger: A creature Casts a Spell the xulgath mage has in her rep
The xulgath mage expends one of her spell slots to counter the triggering creature's casting of the spell in her repertoire. The xulgath mage loses the spell slot as if she had cast the triggering spell and attempts to counteract the
Ability
Stench
(aura, olfactory) 30 feet. A creature entering the aura must attempt a DC 25 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 xulgath's stench for 1 minute.
Offense
Melee
Circumstance: combat round (melee)
light mace +15 [+11/+7] (agile, magical, shove), Damage 1d4+4 bludgeoning
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Xulgath
These subterranean reptilian creatures tend to have darkvision and smell awful.
Item
+1 light mace
Language
Common
Draconic
Undercommon
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Xulgath Roughrider)
Actions/Abilities/Traits: (Pathfinder 2e) (Xulgath Roughrider)
Ability
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.
Ability
Hasty Sacrifice [Reaction]
Circumstance: Trigger: The roughrider is targeted with an attack from a creatur
The roughrider's mount becomes the target of the attack instead. The roughrider must succeed at a DC 5 flat check or they fall off their mount and land prone. If the check is a critical failure, the roughrider also takes 1d6 bludgeoning damage in addition to the normal damage from the fall.
Ability
Mounted Superiority
A mounted roughrider's Strikes deal an additional 1d10 damage to creatures that aren't mounted.
Ability
Powerful Stench
(aura, olfactory) 30 feet. A creature that enters the area must attempt a DC 30 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.
Offense
Melee
Circumstance: combat round (melee)
halberd +24 [+19/+14] (magical, reach, versatile S), Damage 2d10+11 piercing
Offense
Ranged
Circumstance: combat round (ranged)
javelin +22 [+17/+12] (thrown 30 feet), Damage 1d6+11 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Xulgath
These subterranean reptilian creatures tend to have darkvision and smell awful.
Item
+1 striking halberd
hide armor
javelins (6)
Language
Draconic
Undercommon
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Xulgath Skirmisher)
Actions/Abilities/Traits: (Pathfinder 2e) (Xulgath Skirmisher)
Ability
Light Step
When a skirmisher Strides or Steps, they ignore difficult terrain and treat greater difficult terrain as difficult terrain.
Ability
Powerful Arm
The xulgath skirmisher doubles the range increment of its thrown weapons.
Ability
Powerful Stench
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.
Ability
Skirmishing Movement
(attack, move) The xulgath skirmisher Strides or Steps, then Strikes. This Strike deals an additional 3d6 precision damage.
Offense
Melee
Circumstance: combat round (melee)
scimitar +16 [+11/+6] (forceful, sweep), Damage 1d6+4 slashing
Offense
Ranged
Circumstance: combat round (ranged)
javelin +16 [+11/+6] (thrown 60 feet), Damage 1d6+4 piercing damage
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Xulgath
These subterranean reptilian creatures tend to have darkvision and smell awful.
Item
javelins (6)
scimitar
studded leather armor
Language
Draconic
Undercommon
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Xulgath Skulker)
Actions/Abilities/Traits: (Pathfinder 2e) (Xulgath Skulker)
Ability
Hidden Movement
If a xulgath skulker starts its turn undetected by a creature or merely hidden from it, that creature is flat-footed against the skulker's attacks until the end of the skulker's turn.
Ability
Sneak Attack
A xulgath skulker deals an additional 1d6 precision damage to flat-footed creatures.
Ability
Stench
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.
Ability
Stench Suppression
A xulgath skulker can suppress its stench aura as a free action to better hide its presence. The skulker can resume its stench aura as a free action.
Offense
Melee
Circumstance: combat round (melee)
dagger +10 [+6/+2] (agile, finesse, versatile S), Damage 1d4+3 piercing
Offense
Ranged
Circumstance: combat round (ranged)
dagger +10 [+6/+2] (agile, thrown 10 feet, versatile S), Damage 1d4+3 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Xulgath
These subterranean reptilian creatures tend to have darkvision and smell awful.
Item
dagger (4)
Language
Draconic
Undercommon
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Xulgath Spinesnapper)
Actions/Abilities/Traits: (Pathfinder 2e) (Xulgath Spinesnapper)
Ability
Brutal Blow
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 flat-footed 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.
Ability
Choke Slam
Circumstance: The spinesnapper has a creature grabbed or restrained;
Frequency: once per round
The spinesnapper slams the creature against a nearby surface. The target and the surface struck each take 4d6 bludgeoning damage, and the target must succeed at a DC 22 Fortitude save or become slowed 1 for 1 round, or stunned for 1 round on a critical failure.
Ability
Stench
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.
Offense
Melee
Circumstance: combat round (melee)
maul +15 [+10/+5] (shove), Damage 1d12+10 bludgeoning
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Xulgath
These subterranean reptilian creatures tend to have darkvision and smell awful.
Item
maul
Language
Draconic
Undercommon
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Xulgath Stoneliege)
Actions/Abilities/Traits: (Pathfinder 2e) (Xulgath Stoneliege)
Ability
Earthen Blow
Frequency: once per round
Effect: The stoneliege commands nearby earth to attack a foe. The stoneliege makes a claw Strike against a creature that is within 60 feet of the stoneliege and 10 feet of an earthen surface, such as dirt, mud, stone, or sand. The Strike originates from the surface's square and has a reach of 10 feet. On a critical hit, the target is also knocked prone.
Ability
Earthen Torrent
Circumstance: The stoneliege is standing on or next to at least 10 cubic feet o
Frequency: once per minute
The stoneliege creates a violent wave of roiling earth. Creatures in a 15-foot cone take 7d8 bludgeoning damage (DC 26 basic Reflex save; on a critical failure, creatures are also knocked prone).
Ability
Primal Innate Spells
DC 26; 4th shape stone (x3)
Ability
Stench
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.
Ability
Stone Throes
(earth, transmutation) The stoneliege turns their own body into solid stone like a statue and immediately becomes petrified. Any creature grappled or restrained by the stoneliege becomes immobilized; to get free, the creature must damage the statue enough to break it or succeed at a DC 28 Acrobatics check to Escape.
Offense
Melee
Circumstance: combat round (melee)
digging bar +18 [+13/+8] (fatal d12, forceful, versatile B), Damage 2d10+9 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Xulgath
These subterranean reptilian creatures tend to have darkvision and smell awful.
Language
Draconic
Undercommon
Perception
darkvision
tremorsense (imprecise) 30 feet
Resistance
physical 8

Actions/Abilities/Traits:
(Pathfinder 2e) (Xulgath Thoughtmaw)
Actions/Abilities/Traits: (Pathfinder 2e) (Xulgath Thoughtmaw)
Ability
Consume Knowledge
(divination, mental, occult) The thoughtmaw invades the mind of a creature within 100 feet and attempts to swallow its capacity for higher thought. The creature must attempt a DC 36 Will save. Using Consume Knowledge immediately ends any of the ability's previous effects on a different creature. Critical Success The creature is unaffected. Success The creature is slowed 1 for 1 round. Failure The creature is slowed 1 and can take no actions other than basic actions for 1 minute. Critical Failure As failure, and the thoughtmaw is quickened 1 for 1 minute. It can use this extra action to Stride, Strike, or Cast a Spell if the target had prepared spells or a spell repertoire.
Ability
Occult Innate Spells
DC 36, attack +28; 8th phantom pain (×3); 5th telekinetic haul (at will); 2nd telekinetic maneuver (at will); Cantrips (8th) telekinetic projectile; Constant (8th) fly
Ability
Occult Rituals
DC 36; 2nd inveigle
Ability
Occult Spontaneous Spells
DC 36; 7th phantasmal killer, visions of danger, warp mind (3 slots); 6th phantasmal calamity, scrying, wall of force (3 slots); 5th hallucination, mind probe, synaptic pulse (3 slots); 4th invisibility, modify memory, suggestion (3 slots); Cantrips (7th) daze, forbidding ward, message, shield
Ability
Psychogenic Secretions
(aura, mental) 30 feet. A creature that enters the emanation must attempt a DC 36 Will save. On a failure, the creature is stupefied 1 for 1 minute (stupefied 2 and also paralyzed for 1 round on a critical failure). A creature that succeeds at its save is temporarily immune to psychogenic secretions for 1 minute.
Ability
Thoughtsense
(divination, mental, occult) The thoughtmaw senses a creature's mental essence at the listed range.
Offense
Melee
Circumstance: combat round (melee)
spear +30 [+25/+20] (magical), Damage 2d6+10 piercing
Offense
Ranged
Circumstance: combat round (ranged)
spear +30 [+25/+20] (magical, thrown 20 feet), Damage 2d6+10 piercing
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Xulgath
These subterranean reptilian creatures tend to have darkvision and smell awful.
Item
+2 resilient leather armor
+2 striking spear
Language
Draconic
telepathy 100 feet
Undercommon
Perception
darkvision
thoughtsense (imprecise) 60 feet
Resistance
mental 15