Xulgath Hardscale
Creature 12 — humanoid, xulgath
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDhumanoidxulgath
Source: extinction-curse-bestiary (Pre-Remaster)
Perception +21; darkvision
Languages draconic, sakvroth
Skills acrobatics +19, athletics +23, diplomacy +19, intimidation +21, nature +19, stealth +19, survival +21
Str
+5
Dex
+3
Con
+4
Int
+0
Wis
+3
Cha
+1
Items Javelin (3), Warhammer, Sturdy Shield (Lesser), Breastplate, Elixir of Life (Moderate), Necklace of Bone and Gems
AC 32
Fort +25
Ref +22
Will +19
HP 215
Speed 25 feet
Offense
Melee Warhammer (magical, shove) +24, Damage 2d8+11 bludgeoning
Melee Jaws (unarmed) +23, Damage 3d6+11 piercing
Melee Claw (agile, unarmed) +23, Damage 3d4+11 slashing
Ranged Javelin (thrown-20) +21, Damage 1d6+11 piercing
Abilities
+23 when using Perception for Initiative —
Aggressive Block —
Attack of Opportunity —
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.
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.
Shield Block — At the beginning of each of their turns, the hardscale receives an additional reaction that they can use only for Shield Block.
Trigger The monster has its shield raised and takes damage from a physical attack.
Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.
Trigger The monster has its shield raised and takes damage from a physical attack.
Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.
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.
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).
WORKS WELL WITH
SniperLANDA ranged striker can keep firing from outside the stench aura and melee reach while this shield-bearing front-liner ties down the enemy line.
WeaverLANDA spellcaster gains a durable body to hide behind, since the raised-shield stance extends its protection to adjacent allies.
SnareLANDA controller that pins fleeing foes keeps them inside the stench aura long enough for repeated Fortitude saves to matter.
PUNISHES
✖ clumping✖ melee reliance✖ disengaging from melee
Avoid pairing with another shield-focused Anvil; only one front line is needed to threaten Reactive Strike at a chokepoint.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Xulgath Hardscale in the encounter builder — free, no install.
Open in PathfinderGM →