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- {
- "ac": 21,
- "alignment": "CE",
- "breadcrumbs_spa": [],
- "category": "creature",
- "charisma": 0,
- "constitution": 4,
- "creature_ability": [
- "Stench",
- "Brutal Blow",
- "Choke Slam"
- ],
- "creature_family": "Xulgath",
- "creature_family_markdown": "[Xulgath](/MonsterFamilies.aspx?ID=102)",
- "dexterity": 1,
- "exclude_from_search": false,
- "fortitude_save": 15,
- "hp": 95,
- "hp_raw": "95",
- "id": "creature-514",
- "image": [
- "/Images/Monsters/Xulgath_XulgathSpinesnapper.png"
- ],
- "intelligence": 0,
- "language": [
- "Draconic",
- "Undercommon"
- ],
- "language_markdown": "[Draconic](/Languages.aspx?ID=2), [Undercommon](/Languages.aspx?ID=11)",
- "level": 5,
- "markdown": "<title level=\"1\" pfs=\"\">[Xulgath Spinesnapper](/Monsters.aspx?ID=514)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nXulgath 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.\n\n 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. When an inter-clutch conflict leads to a duel, spinesnappers are typically called upon to rise to the challenge. In this case, a spinesnapper representative from each clutch squares off for what is in theory a nonlethal wrestling match, after which the winner scrapes off some of the loser’s scales as a trophy.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Humanoid](/Rules.aspx?ID=563)**\r\n([Society](/Skills.aspx?ID=14)): DC 20\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 18\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 15\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Monsters/Xulgath_XulgathSpinesnapper.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 5\">[Xulgath Spinesnapper](/Monsters.aspx?ID=514)</title>\r\n\r\n<traits>\r\n<trait label=\"CE\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Humanoid\" url=\"/Traits.aspx?ID=91\" />\r\n<trait label=\"Xulgath\" url=\"/Traits.aspx?ID=244\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 84</row>\n\n**Perception** +11; darkvision\r\n\r\n**Languages**\r\n[Draconic](/Languages.aspx?ID=2), [Undercommon](/Languages.aspx?ID=11)\r\n\r\n**Skills**\r\n[Athletics](/Skills.aspx?ID=3) +15, [Intimidation](/Skills.aspx?ID=7) +11\r\n\r\n<row gap=\"medium\">\r\n**Str** +6\r\n\r\n**Dex** +1\r\n\r\n**Con** +4\r\n\r\n**Int** +0\r\n\r\n**Wis** +2\r\n\r\n**Cha** +0\r\n</row>\n\n**Items**\r\n[Maul](/Weapons.aspx?ID=33)\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 21 \r\n\r\n**Fort** +15 \r\n\r\n**Ref** +10 \r\n\r\n**Will** +9 \n\n</row>\r\n\r\n**HP** 95\n\n**Stench** ([aura](/Traits.aspx?ID=206), [olfactory](/Traits.aspx?ID=246)) 30 feet. A creature that enters 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.\r\n\r\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 25 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\nmaul +15 ([Shove](/Traits.aspx?ID=193)),\r\n**Damage** 1d12+10 bludgeoning\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\njaws +15,\r\n**Damage** 2d8+8 piercing\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\nclaw +15 ([Agile](/Traits.aspx?ID=170)),\r\n**Damage** 2d4+8 slashing plus Grab\n\n**Brutal Blow** <actions string=\"Two Actions\" /> 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. \n\n**Critical Success** The creature is unaffected and the spinesnapper is flat-footed until the start of its next turn.<br />\n**Success** The creature is unaffected.<br />\n**Failure** The creature is pushed 10 feet.<br />\n**Critical Failure** The target is pushed 10 feet and knocked prone.\r\n\r\n**Choke Slam** <actions string=\"Single Action\" /> **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.\r\n\r\n</column>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Unusual Origins</title>\r\n\r\nNot all spinesnappers are the result of typical xulgath mutations. Some are created by botched stone-bindings—where the process merely increases their size and strength instead of granting them full earthen power—or even demonic rites. In the latter case, such fiend-touched spinesnappers might grow additional limbs, hyperextended jaws, or other fearsome signs of their brush with the Abyss.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"creature-family-102\" />",
- "name": "Xulgath Spinesnapper",
- "npc": false,
- "perception": 11,
- "rarity": "common",
- "reflex_save": 10,
- "release_date": "2020-02-26",
- "resistance": {},
- "search_markdown": "<traits>\r\n<trait label=\"Humanoid\" url=\"/Traits.aspx?ID=91\" />\r\n<trait label=\"Xulgath\" url=\"/Traits.aspx?ID=244\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 84</row>\r\n\r\n**Creature Family** [Xulgath](/MonsterFamilies.aspx?ID=102)\r\n\r\n<row gap=\"medium\">\r\n**HP** 95\r\n\r\n**AC** 21\r\n\r\n**Fort** +15\r\n\r\n**Ref** +10\r\n\r\n**Will** +9\r\n\r\n**Perception** +11\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nXulgath physiological diversity doesn’t always imply drastic change; some xulgaths are simply much larger and stronger than their clutchmates. Most …\r\n</summary>",
- "sense": "darkvision",
- "sense_markdown": "darkvision",
- "size": [
- "Large"
- ],
- "skill": [
- "Athletics +15",
- "Intimidation +11"
- ],
- "skill_markdown": "[Athletics](/Skills.aspx?ID=3) +15, [Intimidation](/Skills.aspx?ID=7) +11",
- "source": [
- "Pathfinder #152: Legacy of the Lost God"
- ],
- "source_raw": [
- "Pathfinder #152: Legacy of the Lost God pg. 84"
- ],
- "source_category": "Adventure Paths",
- "source_group": "Extinction Curse",
- "source_markdown": "<row gap=\"tiny\">[Pathfinder #152: Legacy of the Lost God](/Sources.aspx?ID=23) pg. 84</row>",
- "speed": {
- "land": 25,
- "max": 25
- },
- "speed_markdown": "25 feet",
- "speed_raw": "25 feet",
- "spell_markdown": "",
- "strength": 6,
- "strongest_save": [
- "fort",
- "fortitude"
- ],
- "summary": "Xulgath physiological diversity doesn’t always imply drastic change; some xulgaths are simply much larger and stronger than their clutchmates. Most …",
- "summary_markdown": "Xulgath physiological diversity doesn’t always imply drastic change; some xulgaths are simply much larger and stronger than their clutchmates. Most …",
- "text": " Xulgath Spinesnapper 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. When an inter-clutch conflict leads to a duel, spinesnappers are typically called upon to rise to the challenge. In this case, a spinesnapper representative from each clutch squares off for what is in theory a nonlethal wrestling match, after which the winner scrapes off some of the loser’s scales as a trophy. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore : DC 18 Specific Lore : DC 15 Xulgath Spinesnapper Source Pathfinder #152: Legacy of the Lost God pg. 84 Perception +11; darkvision Languages Draconic, Undercommon 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 Stench (aura, olfactory) 30 feet. A creature that enters 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. --- Speed 25 feet Melee Single Action maul +15 (Shove), Damage 1d12+10 bludgeoning Melee Single Action jaws +15, Damage 2d8+8 piercing Melee Single Action claw +15 (Agile), Damage 2d4+8 slashing plus Grab Brutal Blow Two Actions 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 flat-footed 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 Single Action 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. Unusual Origins Not all spinesnappers are the result of typical xulgath mutations. Some are created by botched stone-bindings—where the process merely increases their size and strength instead of granting them full earthen power—or even demonic rites. In the latter case, such fiend-touched spinesnappers might grow additional limbs, hyperextended jaws, or other fearsome signs of their brush with the Abyss. ",
- "trait": [
- "Humanoid",
- "Xulgath",
- "CE",
- "Large"
- ],
- "trait_markdown": "[Humanoid](/Traits.aspx?ID=91), [Xulgath](/Traits.aspx?ID=244)",
- "trait_raw": [
- "Humanoid",
- "Xulgath"
- ],
- "type": "Creature",
- "url": "/Monsters.aspx?ID=514",
- "vision": "Darkvision",
- "weakest_save": [
- "will"
- ],
- "weakness": {},
- "will_save": 9,
- "wisdom": 2
- }
|