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Xulgath Ravening

Creature 4 (rare) — humanoid, troop, xulgath

Pre-Remaster content. May include legacy alignment.

Strength and hunger drive most xulgath societies, reinforced by the tenets of their abyssal patron Zevgavizeb. A powerful leader can seize control of a xulgath community and direct their followers to fight as a unit, but formation fighting isn't something most xulgaths practice. This mob mentality often results in overzealous warriors tripping over or even biting each other. Suitably, these mobs have earned the name "ravenings," a term also used when describing Zevgavizeb's carnivorous rampages

Source: sky-kings-tomb-bestiary (Pre-Remaster)

Perception +11
Skills athletics +11, intimidation +10, stealth +7
Str
+5
Dex
+1
Con
+3
Int
-1
Wis
+1
Cha
+2
AC 20 Fort +14 Ref +12 Will +8
HP 72
Weaknesses area-damage 5, splash-damage 2
Speed 25 feet

Abilities

Form Up — Form Up
Stench (aura, olfactory) — 30 feet. A creature that enters the area must attempt a DC 21 Fortitude save. On a failure, the creature is Sickened 1, and on a critical failure, the creature also takes a –5 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 xulgaths stenches for 1 minute.
Troop Defenses — Thresholds 48 (3 segments), 24 (2 segments) Troop Defenses
Fang and Claw — 1 to 3 Frequency once per round Effect The xulgath ravening lashes out at enemies within 5 feet (DC 21 Reflex save). The damage depends on the number of actions. 1 1d6 slashing damage 2 1d6+5 slashing damage 3 2d6+5 slashing damage
Infected Wounds (poison) — The xulgaths' Fang and Claw deals an additional 1d6 poison damage to any creature sickened by a xulgath's stench.
Sharpened Advance — The troop fires a ranged attack in the form of a 5-foot burst within 50 feet that deals 3d6 piercing damage (DC 18 Reflex save), then the troop either Steps or Strides up to 15 feet toward the area they attacked.
Troop Movement — Whenever a troop Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop.

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