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Zashathal Head-Taker

Creature 15 (unique) — humanoid, xulgath

Pre-Remaster content. May include legacy alignment.

AnvilCrasherLANDxulgath

Source: extinction-curse-bestiary (Pre-Remaster)

Perception +27; darkvision; coward sense (imprecise) 60 feet
Languages common, draconic, sakvroth
Skills acrobatics +22, athletics +29, intimidation +25 (+27 to Demoralize), religion +25, stealth +22, survival +25
Str
+6
Dex
+1
Con
+5
Int
+0
Wis
+4
Cha
+2
Items Ankylostar, Stoneraiser Javelin, Religious Symbol of Zevgavizeb (Silver)
AC 36 Fort +29 Ref +23 Will +26 fanatical juggernaut
HP 250
Speed 35 feet

Offense

Melee Ankylostar (backswing, magical, shove, versatile-p) +30, Damage 3d10+12 bludgeoning
Melee Jaws (unarmed) +28, Damage 3d8+12 piercing
Melee Claw (agile, unarmed) +28, Damage 3d6+12 slashing
Ranged Stoneraiser Javelin (thrown-30) +25, Damage 2d6+12 piercing

Abilities

Coward Sense (Imprecise) 60 feet — Zashathal's disgust for cowardice is so powerful that he can detect the presence of frightened creatures, even if he can't see them.
Attack of Opportunity
Fanatical Juggernaut — When Zashathal rolls a success on a Fortitude save, it is a critical success instead. Zashathal halves damage he takes from failing a Fortitude save.
Powerful Stench (aura, olfactory) — 30 feet. A creature that enters the area must attempt a DC 34 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.
Intimidating Strike (rage) —
Rage (concentrate, emotion, mental) —
Renewed Vigor (concentrate, rage) — Zashathal gains 12 temporary Hit Points.
Sudden Charge — Zashathal Strides twice and makes a melee Strike.
Whirlwind Strike — Zashathal makes a melee Strike against all creatures within his reach. Each attack counts toward his multiple attack penalty, but his multiple attack penalty doesn't increase until he's made all his attacks.

WORKS WELL WITH

SniperLANDAnvil holds the frontline with stench and Attack of Opportunity, giving Sniper safe distance to fire.
FlankerLANDAnvil's stench and area control lock enemies in place, allowing Flanker to consistently set off-guard.
MenderLANDAnvil sustains heavy damage on the frontline and Mender keeps them upright for sustained lockdown.

PUNISHES

✖ clumping✖ kiting
same-role stacking risks overlapping area control with diminishing returns
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #154: Siege of the Dinosaurs.

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