# Gulgar >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >warhammer: 2d6 (×3) > >gore: 1d8 (×2) > >slams: 1d6 (×2) > >gore: 1d8 (×2) > >longbow: 2d6 (×3) > >Melee/Ranged: +14/+7 > >Secondary: +9/+2 > >Multiattack: +12/+5 > >M/R_PA: +11/+4 > >2nd/PA: +6/-1 > >MA_PA: +9/+2 > >Itterative: 2 > > xDmg:: Str: +5; Str2: +7; StrOH: +2; StrPA: +11; StrPA2H: +16; StrPAOH: +5 > > xDCs:: Str: 20; Dex: 13; Con: 18; Int: 15; Wis: 16; Cha: 16 > > xFeat:: 5/5 (0) > > > > > > xLang:: 0/0 (0) *A werewolflike creature with topaz eyes steps from the shadows on all fours. Measuring 10 feet long, its lithe, muscular body is covered in a neatly groomed black and brown fur. It smiles broadly, revealing rows of sharp, pearly-white fangs.* <div class="grid-container"><div class="MON">Gulgar</div> <div class="CR">CR 9 (6,400 XP)</div> <div class="SOU">Monster Manual 3 pg. 145</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Large Monstrous Humanoid (earth) **Init** -2 **Senses** darkvision 60 ft., tremorsense 30 ft.; **Perception** +14 #### defense **AC** 22, 7 touch, 24 flat-footed (+5 armor, -2 Dex, +8 natural, +2 shield, -1 size) **hp** 80 (10d10+30) **Fort** +6, **Refl** +5, **Will** +8 **Feint** 21, **Demoralize** 21 **DR** 10/adamantine **Immune** sonic #### offense **Speed** 30 ft. (20 ft. in armor) **Melee** warhammer +14/+9 (2d6+5/x3), gore +14 (2d6+5) or 2 slams +14 (1d6+5), gore +14 (2d6+5) **Ranged** composite longbow +7/+2 (2d6+5/x3) **Space** 10 ft., **Reach** 10 ft. **Special Attacks** crystalline bone, sonic pulse, stability, subsonic speech #### statistics **Str** 20, **Dex** 7, **Con** 17, **Int** 10, **Wis** 12, **Cha** 13 **BAB** +10, **CMB** +13, **CMD** 21, **TA** +14, **RTA** +7 **Feats** [[Improved Bull Rush]], [[Improved Overrun]], [[Improved Sunder]], [[Power Attack]], [[Powerful Charge]] **Skills** Handle Animal +11, Perception +14, Ride +11, Sense Motive +11 **Languages** #### special abilities ### Crystalline Bone (Ex) A gulgar's slam and gore attacks are treated as adamantine for the purposes of overcoming damage reduction and hardness. The protrusions of crystal from a gulgar's knuckles, chin, and shoulders are made of an organic material that is as hard as adamantine, but it turns as brittle as quartz when detached from the gulgar. ### Sonic Pulse (Ex) As a standard action, a gulgar can emit a 30-foot cone of sound that deals 3d6 points of sonic damage and may deafen foes. Any creature in the area must succeed on a DC 18 Fortitude save or be deafened for 1 hour. Deafened creatures cannot be further deafened, but they still take the sonic damage from other sonic pulse attacks. Once it has used this ability, a gulgar must wait 1d4 rounds before using it again. This is a sonic effect. The save DC is Constitution-based. ### Stability (Ex) A gulgar gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, riding a flying mount, or otherwise nor standing firmly on the ground). ### Subsonic Speech (Ex) A creature must have the tremorsense ability, or the blindsight or blindsense ability based on a keen sense of hearing or sensitivity to vibrations, to hear the subsonic speech of gulgars. Such creatures can hear the subsonic speech of gulgars using the normal listen check rules; they do not need to have the speaking gulgar within the range of their tremorsense, blindsense, or blindsight ability. A gulgar's subsonic speech carries five times as well and as far as normal speech. This means that to hear a gulgar talking, a creature who can hear the subsonic speech takes a -1 penalty on Listen checks per 50 feet of distance from the speaker. A door increases the Listen DC by just 1, and a stone wall increases it by 3. These modifiers replace those given on page 78 of the Player's Handbook. Creatures without the ability to hear the subsonic speech of gulgars can still read their lips using the Spot skill. The base DC to read a gulgar's lips is 20, and the creature reading lips must speak Terran. #### ecology **Terrain** Blessed Fields of Elysium **Organization** Solitary **Treasure** Triple The paragon of lupinals, Duke Kharash (kah- RASH ) is the clos- est Companion to Talisid, sharing the Celestial Lion’s passion for the hunt as well as his love for the untamed wilderness. The two are nigh inseparable except when Talisid chooses to enter a populated area, at which time Kharash usually opts to remain in the wild. Although sly of tongue and not exactly shy, Kha- rash doesn’t care much for large groups or accolades. He adores children but is inexplicably awkward around them. His ability to remain out of sight coupled with his willingness to let Tal- isid speak on his behalf in public has earned Kharash the moniker “Talisid’s Shadow,” and the lupinal duke doesn’t seem to mind. An undisputed master of the hunt, Kharash trusts his senses and intuition. He doesn’t fall easily into traps, and he studies his enemies carefully before moving in for the kill. He maintains no permanent residence. When traveling apart from Talisid and the Companions, Kharash is usually joined by a pack of his trusted lupinals.