Xulgath Spinesnapper
Creature 5 — humanoid, xulgath
Pre-Remaster content. May include legacy alignment.
AnvilSnareLANDhumanoidxulgath
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; darkvision
Languages draconic, sakvroth
Skills athletics +15, intimidation +11
Str
+6
Dex
+1
Con
+4
Int
+0
Wis
+2
Cha
+0
Items Maul
AC 21
Fort +15
Ref +10
Will +9
HP 95
Speed 25 feet
Offense
Melee Maul (shove) +15, Damage 1d12+10 bludgeoning
Melee Jaws (unarmed) +15, Damage 2d8+8 piercing
Melee Claw (agile, unarmed) +15, Damage 2d4+8 slashing plus Grab
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.
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.
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 —
WORKS WELL WITH
SniperLANDRanged damage stays safe while the spinesnapper grapples and holds enemies in place.
MenderLANDSustained healing keeps the front-line Anvil upright during prolonged grapple exchanges.
ShadeLANDDebuffs layer onto the Brutal Blow's Fort-save rider effects for improved lockdown consistency.
PUNISHES
✖ melee-reliance✖ low Fort✖ mobility-reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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