Xulgath Spinesnapper
Creature 5 — humanoid, xulgath
Pre-Remaster content. May include legacy alignment.
Xulgath physiological diversity doesn't always imply drastic change; some xulgaths are simply much larger and stronger than their clutchmates. Most xulgaths call such siblings spinesnappers, though terms like bonebreaker, marrowvent, or similarly violent epithets are equally common. A typical spinesnapper is 9 feet tall and weighs 350 pounds. In battle, spinesnappers have all the speed, grace, and strength of a sledgehammer. They are ideal shock troops and make a good first line of defense. Whe
Source: extinction-curse-bestiary (Pre-Remaster)
Perception +11
Skills athletics +15, intimidation +11
Str
+6
Dex
+1
Con
+4
Int
+0
Wis
+2
Cha
+0
AC 21
Fort +15
Ref +10
Will +9
HP 95
Speed 25 feet
Offense
Melee Maul +15, Damage 1d12+10 bludgeoning
Melee Jaws +15, Damage 2d8+8 piercing
Melee Claw +15, Damage 2d4+8 slashing
Abilities
Stench (aura, olfactory) — 30 feet. A creature entering the aura 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-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 xulgaths' stench for 1 minute.
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 Off-Guard 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.
Choke Slam — Frequency once per round
Requirements The spinesnapper has a creature Grabbed or Restrained
Effect 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.
Grab — Grab
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