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LordofBones
2012-03-22, 01:02 PM
The yugoloths as presented in the Monster Manuals were disappointing, to say the least. As the fiendish paragons of NE, you'd think they'd be on par with the baatezu and tanar'ri instead of having the greatest of their number a CR 13 monster.

I decided to revise the greater yugoloths appropriately. The material here is based off the ultroloth's 2e stats and its 3e counterpart.


ULTROLOTH (CR 20)

This faceless humanoid’s only discernible characteristics are its malevolent fire-opal eyes. Its slender frame is shrouded in a great cloak, revealing only its dark gray hands. Though it seems to be ignoring you, you have the uncanny feeling that it is quietly assessing you.

Always NE Medium Outsider (evil, extraplanar, yugoloth)
Init +14; Senses Listen +30, Search +30, Spot +30; darkvision 60ft, see in darkness
Aura evil; Languages Abyssal, Draconic, Common, Infernal, Yugoloth; telepathy 100ft
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AC 45 (+4 deflection, +9 profane, +10 Dex, +12 natural); touch 33, flat-footed 35
hp 207 (18d8 plus 126), fast healing 3; DR 15/good and silver
Immune acid, mind-affecting effects, poison
Resist cold 10, electricity 10, fire 10; SR 32
Fort +31, Ref +34, Will +33
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Speed 30 ft
Melee +3 unholy longsword +25/+20/+15/+10 (1d8 + 7 plus 2d6 vs good/19-20/x2) or
Ranged ray +28
Space 5 ft; Reach 5 ft
Base Atk +18; Grp +22;
Atk Options Corrupt Spell-like Ability (acid storm), Quicken Spell-like Ability (ray of exhaustion), Violate Spell-like Ability (scorching ray)
Special Actions deceive, fascination, summon yugoloth
Spell-like Abilities (+22 melee touch, +28 ranged touch; CL 18th)
Always active – detect chaos, detect good, detect evil, detect law, detect magic, detect poison, detect scrying, detect thoughts, discern lies, pass without trace, true seeing;
At will – air walk, animate dead, animate objects, alter self, binding (DC 27), blasphemy (DC 27), blur, call lightning storm (DC 24), control winds, deeper darkness, desecrate, dispel good (DC 24), energy drain (DC 28), fear (DC 23), greater dispel magic, greater scrying (DC 26), greater teleport (self plus 50 pounds of objects), passwall, nondetection, ray of enfeeblement, ray of exhaustion (DC 22), scorching ray, shout (DC 23), solid fog, unhallow, unholy blight (DC 23), wall of fire;
3/day – acid storm* (DC 27), feeblemind (DC 24), geas/quest, mass suggestion (DC 25), prismatic spray (DC 26), symbol of death (DC 27), symbol of fear (DC 25), symbol of insanity (DC 27), symbol of pain (DC 24), symbol of persuasion, symbol of stunning (DC 26), symbol of weakness (DC 26);
*as fire storm, but acid.
1/day – dominate monster (DC 28), finger of death (DC 26), horrid wilting (DC 27)
Combat Gear +3 unholy longsword
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Abilities Str 18, Dex 30, Con 24, Int 29, Wis 29, Cha 29
SQ profane grace
Feats Ability Focus (Deceive), Combat Expertise, Corrupt Spell-like Ability (acid storm), Dark Speech (B), Improved Initiative, Negotiator, Quicken Spell-like Ability (ray of exhaustion), Violate Spell-like Ability (scorching ray)
Skills Balance +16, Bluff +38, Concentration +28, Decipher Script +22, Diplomacy +44, Disguise +24 (+26 acting), Gather Information +24, Hide +24, Intimidate +40, Jump +6, Knowledge (arcana) +30, Knowledge (nature) +11, Knowledge (local) +19, Knowledge (the planes) +30, Knowledge (religion) +30, Listen +30, Move Silently +25, Search +30, Sense Motive +29, Spellcraft +30 (+32 scrolls), Spot +30, Survival +14 (+16 tracking and extraplanar), Tumble +24, Use Magic Device +30 (+35 scrolls)
Advancement 19-36 HD (Large), 36-64 HD (Huge)
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Aura of Evil (Su) An ultroloth is the dreadful shape of raw evil given form, and is shrouded with an unholy aura. The malignant presence of an ultroloth also inflicts all enemies within 20ft of it with a -4 penalty to saving throws.

Deceive (Su) When an ultroloth desires, it can allow itself to be seen as a person whom its victim loves and respects. When this effect is active, the victim suffers a 30% miss chance against the ultroloth, and additionally suffers a -6 penalty to Armor Class against all attacks made by the ultroloth. The ultroloth can deceive one person per point of its Charisma modifier (usually +9). A Will save (DC 30) negates the effect. This is a mind-affecting effect.

Fascination (Su) Anyone who meets the gaze of an ultroloth must make a Will save (DC 28) or be fascinated by the fiend’s multihued gaze, suffering the effects of a hold monster spell.

Profane Grace (Ex) Ultroloths typically have enormous presence, shrewdness, and force of will, qualities that often overshadow the most powerful enchantments. Ultroloths are immune to all mind-affecting effects. In addition, they receive their Charisma modifier as a profane bonus to their Armor Class and saving throws.

Summon Yugoloth (Sp) Twice per day, an ultroloth can automatically summon 1d6 lesser yugoloths or one nycaloth. This ability is the equivalent of a 9th level spell.

Skills Ultroloths have a +8 racial bonus to Bluff, Diplomacy and Intimidate checks.
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Ultroloths are the masterminds of the Blood War, and the leaders of the yugoloth race.

ULTROLOTH LORE

Characters with ranks in Knowledge (the planes) can learn more about ultroloths. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC
28 – This yugoloth is an ultroloth, one of the leaders of that fiendish race. An ultroloth can stop a creature in its tracks with but a glance.
33 – Ultroloths have a vast array of spell-like abilities which they use to harry their enemies. They are resistant to magic, but good-aligned silver weapons can pierce their hides.
38 – An ultroloth’s enormous force of will manifests as a potent defense against blade and spell. It can sow discord by appearing as a victim’s loved one or a cherished figure.

STRATEGIES AND TACTICS

An ultroloth often uses its greater scrying ability to study its enemies long before revealing itself. Ultroloths prefer sowing discord among their foes and turning them against one another; revelling in psychological warfare. If an ultroloth is discovered, it immediately attempts to stay at range from behind walls of summoned fiends while hassling enemies with its potent spell-like abilities. Ultroloths, as a rule of thumb, disdain melee combat.

ECOLOGY

Ultroloths are solitary creatures, although two or more of the creatures can often be found collaborating on deadly plans. Some observe the Blood War the way chess grandmasters see their boards, while others scheme from within dark citadels and bastions. Cruel, intelligent and patient, ultroloths plan for the long-term.
Environment: Ultroloths are commonly considered to be native to the Bleak Eternity of Gehenna, where they watch and manipulate the Blood War. They can be found in almost any Lower Plane, but a substantial number serve the reclusive ultroloth prince Mydianchlarus, the new Oinoloth, in Khin-Oin, Oinos. Many dwell in the Crawling City, and others pay homage to the many lords of their race, including Bubonix and Diptherius. A few still serve Anthraxus the Decayed, altraloth and former Oinoloth, and even the gods fear what he may do or what he may yet become.

In truth, the ultroloths, like most of their kind, are native to the Gray Waste of Hades. Like viruses, they spread from the Waste to infect the Lower Planes with their cold, faceless evil, to the point where they've inserted themselves into Gehenna like a contagion.
Physical Characteristics: Physically, an ultroloth is a very tall, slender humanoid with an elongated head lacking any sort of facial characteristic, save for a pair of fire-opal eyes. An ultroloth is generally clad in a somber cloak or robe and moves with a silent, patient grace. A typical ultroloth stands at 7 feet and weighs 190 pounds.
Alignment: Ultroloths are lords among the yugoloths; evil tempered by a perfect balance of law and chaos. They are always neutral evil.

TYPICAL TREASURE

Ultroloths almost always wield magical weaponry of some sort and have a manifested preference for longswords and polearms. Ultroloth weapons tend to have unique properties; no two ultroloths have the same weapon. Some ultroloths wield unique weapons of near-artifact power. Apart from weaponry, ultroloths favour rings and wondrous items which improve their already potent defenses, improve their combat abilities or expand their repertoire of combat options. With their expertise in Use Magic Device, ultroloths can read scrolls and employ magical items with ease. Ultroloths have double standard treasure for their Challenge Rating.

Calinar
2012-03-23, 07:46 PM
The Ultroloth change looks to be solidly done, its at least as powerful (If not stronger) as its counterparts the balor and pit fiend. It definitely is a threat to most parties, it might even give some higher op groups pause if mixed with the right monsters to support it.

Its nice and gives the Yugoloths something powerful to throw at a party, but does little to help the clustered CR of the monsters or the amount available. There are a total of about nine Yugoloths over the 5 monster manuals and most are clustered within one CR of 5, 10, and 17. Demons and Devils have a massive amount of variety in their monsters and cover a range of CRs from 1 to 20 giving them much more flexibility in what a DM can throw at his/her party.

So while it does what you wanted and gave the Yugoloths a high powered monster, it does not fix many of the real problems the Yugoloths face and why they often do not see much play.

Also just looking at title of the thread implies a fix for the Yugoloth faction as a whole rather than a change to make the Ultroloth stronger.

Steward
2012-03-23, 07:54 PM
Are you insinuating that the ultroloths caused the Blood War?

That's just diabolical propaganda and you know it. Everyone knows that the Blood War started as a result of the tyrants of Baator's attempts to bend freedom-loving tanar'ri to their oppressive whims.

LordofBones
2012-03-23, 09:33 PM
The Ultroloth change looks to be solidly done, its at least as powerful (If not stronger) as its counterparts the balor and pit fiend. It definitely is a threat to most parties, it might even give some higher op groups pause if mixed with the right monsters to support it.

Its nice and gives the Yugoloths something powerful to throw at a party, but does little to help the clustered CR of the monsters or the amount available. There are a total of about nine Yugoloths over the 5 monster manuals and most are clustered within one CR of 5, 10, and 17. Demons and Devils have a massive amount of variety in their monsters and cover a range of CRs from 1 to 20 giving them much more flexibility in what a DM can throw at his/her party.

So while it does what you wanted and gave the Yugoloths a high powered monster, it does not fix many of the real problems the Yugoloths face and why they often do not see much play.

Also just looking at title of the thread implies a fix for the Yugoloth faction as a whole rather than a change to make the Ultroloth stronger.

I do intend to revise all 2e yugoloths.

As for variety, that issue's really out of my hands. On the other hand, it does make a certain amount of sense; the yugoloths may be limited in number, but given their nature it fits them more.

While the baatezu and tanar'ri have variety, they can be explained away as being a result of the 'loths great experiment in evil. The limited 'loth castes aren't a hindrance to the fiends; in a way it makes them more unique.

Calinar
2012-03-23, 11:08 PM
Very good, I hope to see what you do with the rest of the Yugoloths. Depending on how good the revisions are they may just see the the light of day more often, I know I'll throw them in to my game more often if its done well. :smallsmile:

LordofBones
2012-03-24, 01:56 AM
ARCANALOTH (CR 18)

Wreathed in elaborate wizard’s robes, this fox-headed humanoid studies you with a disinterested eye. The creature’s fur is well-groomed and its smile is polite, but you sense an almost palpable menace surrounding it.

Always NE Medium Outsider (evil, extraplanar, yugoloth)
Init +7; Senses Listen +18, Search +27, Spot +27; darkvision 60ft
Languages Abyssal, Draconic, Common, Infernal, Yugoloth; telepathy 100ft
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AC 38 (+3 deflection, +6 armor, +7 Dex, +12 natural); touch 20, flat-footed 31
hp 184 (16d8 plus 112); DR 15/good and silver
Immune acid, mind-affecting effects, poison
Resist cold 10, electricity 10, fire 10;
Fort +17, Ref +17, Will +18
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Speed 30 ft; fly 60 ft (good)
Base Atk +16; Grp +19;
Melee 2 claws +19/+14/+9 (1d4 + 3 plus poison [Fort DC 25])
Space 5 ft; Reach 5 ft
Special Actions gift of the Tower Arcane, summon yugoloth
Spell-like Abilities (CL 16th)
Always active – comprehend languages, greater arcane sight, true seeing;
At will – alter self, chill metal (DC 20), deeper darkness, fear (DC 22), greater dispel magic, greater teleport (self plus 50 pounds of objects), heat metal (DC 20), invisibility, magic missile, mirage arcana (DC 23), telekinesis, warp wood;
1/day – shapechange (humanoid and monstrous humanoid forms only)
Wizard Spells Prepared (CL 16th; +19 melee touch, +23 ranged touch)
8th – avascular mass (DC 26), twinned enervation, quickened greater mirror image;
7th – finger of death (DC 25), mass hold person (DC 25), empowered night’s caress (DC 23), spell turning;
6th – acid fog, fleshshiver (DC 24), mass suggestion (DC 24), mislead (DC 24), storm of fire and ice (DC 24);
5th – feeblemind (DC 23), fire and brimstone (DC 23), mind fog (DC 23), quickened nerveskitter, maximized scorching ray;
4th – celerity, evard’s black tentacles, mystic surge, scrying (DC 22), slashing dispel, wall of force;
3rd – anticipate teleportation (already cast), lightning bolt (DC 21), greater mage armor (already cast), haste, ray of exhaustion (DC 21), repelling shield;
2nd – arcane turmoil (DC 20), blur, crystalline memories (DC 20), kelgore’s grave mist, resist energy, web;
1st – disguise self, ectoplasmic armor, lesser orb of acid, nystul’s magic aura, ray of enfeeblement, unseen servant;
Cantrips – amanuensis, arcane mark, message, presdigitation
Combat Gear metamagic rod of chaining, metamagic rod of maximizing, wand of spectral hand (25 charges), scrolls of stoneskin and foresight
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Abilities Str 16, Dex 24, Con 24, Int 27, Wis 26, Cha 26
SQ dark magic, lore +26, swift magus
Feats Dark Speech (B), Empower Spell, Maximize Spell, Quicken Spell, Repeat Spell, Scribe Scroll, Twin Spell
Skills Appraise +10 (scrolls), Bluff +27, Concentration +26, Craft (calligraphy) +17, Decipher Script +27, Diplomacy +31, Forgery +27, Intimidate +29, Knowledge (arcana) +35, Knowledge (history) +22, Knowledge (religion) +22, Knowledge (the planes) +27, Listen +18, Profession (scribe) +18, Search +27, Sense Motive +27, Spellcraft +37 (+39 scrolls), Spot +27, Survival +12 (tracking and extraplanar), Use Magic Device +27 (+31 scrolls)
Advancement by character class; Favored Class wizard
Possessions combat gear plus ring of enduring arcana, ring of protection +3
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Dark Magic (Su) Arcanaloths are masters of the arcane. They prepare and cast spells as a wizard of their level. They do not pay the cost of [corrupt] spells, and they add spells from the Corruption and Evil domains to their spell list.

Flight (Su) An arcanaloth is constantly under the effects of a fly spell. If dispelled, the ability is only suppressed for 1d4 rounds.

Gift of the Tower Arcane (Ex) Arcanaloths maintain a potent link to the Tower Arcane on Gehenna; where the collected lore and history of the Lower Planes is maintained. Three times per day, an arcanaloth may draw upon its link to the Tower to grant one of the following benefits:
Arcane Enhancement: +1 to the DC of the next spell it casts.
Arcane Prowess: +2 to the caster level check of its next spell.
Arcane Recall: Recall an expended spell or fill an expended spell slot with any spell in its spell list.

Poison (Ex) Injury, Fort DC 25, initial damage 1d6 Str damage, secondary 1d6 Str drain. Save DC is Constitution-based.

Summon Yugoloth (Sp) Once per day an arcanaloth may automatically summon 1d4 lesser yugoloths or a nycaloth. This is the equivalent of an 8th level spell.

Swift Magus (Ex) Arcanaloths are particularly adept at spellcasting. Once every 1d4 rounds, an arcanaloth can cast any spell it has prepared as a free action, as though it was a quickened spell.

Skills Arcanaloths have a +8 racial bonus to Knowledge (arcana) and Spellcraft checks.
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Arcanaloths are the scribes and record-keepers of the yugoloths. They are among the mightiest spellcasters of the fiendish races.

ARCANALOTH LORE

Characters with ranks in Knowledge (the planes) can learn more about arcanaloth. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC
26 – This yugoloth is an arcanaloth, the fiendish wizards of the Lower Planes. Their claws deal a debilitating poison.
31 – Arcanaloths are potent wizards, and even the least of that race boasts an impressive mastery of magic.
36 – Arcanaloths have a link to the Tower Arcane on Gehenna, which allows a certain amount of extra firepower and flexibility.

STRATEGIES AND TACTICS

Arcanaloth tactics depend on the individual. Being potent spellcasters, arcanaloths will generally stack the odds in their favour before battle; making good use of divination spells to scout out their enemies before engaging them. They keep themselves at range, using greater dispel magic to bring down enemy defenses before casting spells such as finger of death to end combat quickly. Much like mortal wizards, an arcanaloth’s spell selection depends on the individual fiend.

ECOLOGY

Arcanaloths are quiet, patient schemers renowned for their potent intellects. They serve as counsellors and advisors to the ultroloths
Environment: Arcanaloths dwell in the Bleak Eternity of Gehenna. The single largest repository of fiendish lore and history, the Tower Arcane, towers over the lava rivers of Chamada, and this dread realm is the seat of the arcanaloths’ power. While the yugoloths view deities with a degree of antipathy, arcanaloths are sometimes seen in the realms of the evil powers of magic native to Gehenna, notably Mellifleur and Velsharoon, where they discuss dark magics with the liches and evil mages there.
Physical Characteristics: A typical arcanaloth stands at about 6 feet and weighs around 150 pounds. They have the faces of war dogs or foxes, and their fur can be of any shade of brown, black or silver.
Alignment: Arcanaloths play both baatezu and tanar’ri against one another in all sorts of ‘diplomatic’ negotiations. They are always Neutral Evil.

TYPICAL TREASURE

Arcanaloths prize magical equipment which aid or enhance their already potent spellcasting capabilities, protective raiment, scrolls and spellbooks containing rare spells and particularly useful magical trinkets. As befitting powerful spellcasters, arcanaloths often carry potent staves or rods, and their robes are generally magical. The sample arcanaloth is free to be outfitted with the appropriate magical items. Arcanaloths have double standard treasure for their Challenge Rating.

An arcanaloth’s spellbook contains spells focused on disabling or otherwise outright removing foes from the battlefield, although the fiends are well-aware of the uses of war magic as well.
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There was a revised arcanaloth writeup in Dungeon 143 (18 HD, 12th sorc casting), but I felt it didn't really capture the feel of the arcanaloth. I did borrow Swift Magus (or adapted it, rather) from it, though.

Calinar
2012-03-24, 12:26 PM
I would be quite frightened to go up against that Arcanaloth, its much stronger and more frighting than the one in the monster manual. A vast improvement over the original. Same as your Ultroloth, it looks like it will give most DnD groups a run for their money in a CR appropriate encounter.

The extra HP is a nice touch, the original 54 HP was a joke. The ability scores are now up to par with something like the Marilith. Adding the resists and acid immunity was good. The DR/ magic should go as it is laughable easy to ignore, go with just silver or silver and good like the Ultroloth. I like that the poison is now something that could potentially be deadly instead of a minor annoyance to a party's grapple monkey. The gift of the arcane tower is a nice touch that can be useful and fits nicely in its lore, while swift magus is just plain evil. Increasing their flight mobility to good was a great idea and prevents players from flying circles around them, being able to suppress the flight is also a nice touch and gives the players a nice counter to it. Finally, the spell list looks to be well done and will allow a DM to place it in without having to spend a lot of time to prepare a long spell list for it unless they wish to.

All in all, it looks to be a good revision of the Arcanaloth and I think I will be putting this and all of the other Yugoloth that you revise in to my campaign. Keep up the good work.

LordofBones
2012-03-24, 12:40 PM
Thanks!

The next one should be either the gacholoth or the nycaloth. I also edited the arcanaloth's DR; it was meant to be good and silver, not magic and silver.

The nycaloth is kind of boring, honestly, but I suppose it fits; given that they're just the rather bitter pawns of the arcanaloths and the ultroloths.

Benjuri
2012-03-26, 12:26 AM
Awesome job! Those are yugoloths. My only suggestion is actually an alteration with the third edition yugoloth subtype to bring it back in line with 2e, but switch cold resistance for sonic resistance.

Other than that, amazing!

LordofBones
2012-03-26, 10:09 AM
GACHOLOTH (CR 9)

You reel back in shock as a dark-skinned blur comes to a stop in front of you. Four powerful legs support a humanoid torso bearing four-clawed arms. The creature’s head looks vaguely sahuagin, with a thick shock of dark hair flowing back from a receding hairline. The creature’s cold, inhuman eyes flash with sadistic glee before it lunges forward.

Always NE Large Outsider (evil, extraplanar, yugoloth)
Init +11; Senses Listen +5, Search +8, Spot +9; darkvision 60ft
Languages Abyssal, Common, Infernal, Yugoloth; telepathy 100ft
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AC 27 (-1 size, +7 Dex, +11 natural); touch 16, flat-footed 20
hp 85 (9d8 plus 45); DR 10/silver or good;
Immune acid, charm effects, poison; gaseous resistance
Resist cold 10, electricity 10, fire 10; SR 21
Fort +11, Ref +13, Will +7
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Speed 40 ft;
Base Atk +9; Grp +19;
Melee 2 claws +15 (2d6 + 4 plus 1d6 acid [Fort DC 19]) and
Melee bite +10 (1d6 + 4)
Space 10 ft; Reach 10 ft
Atk Options skirmish +3d6/+2 AC
Special Actions summon yugoloth
Spell-like Abilities (CL 9th)
At will – alter self, animate dead, charm person (DC 14), contagion (DC 17), deeper darkness, expeditious retreat, feather fall, greater teleport (self plus 50 pounds of objects), invisibility, magic missile, mirror image, produce flame.
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Abilities Str 18, Dex 24, Con 20, Int 14, Wis 13, Cha 16
SQ acid, shock, spider climb
Feats Dodge, Improved Initiative, Improved Skirmish, Weapon Finesse
Skills Balance +11, Bluff +23, Climb +24, Concentration +13, Hide +19, Intimidate +23, Knowledge (the planes) +6, Listen +5, Jump +10, Move Silently +19, Search +8, Spellcraft +10, Spot +9, Survival +9, Tumble +11
Advancement 10 – 18HD (Huge), 19 – 27HD (Gargantuan)
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Acid (Ex) A gacholoth’s claws constantly secrete a stinging acid. Anyone struck by a gacholoth’s claw attack must make a Fortitude save (DC 19) or take 1d6 points of acid damage. A successful Fortitude save halves the damage.

Gaseous Resistance (Ex) Gacholoths only suffer half as much damage from fog, mist and cloud-based attacks and spells, such as incendiary cloud.

Shock (Su) A gacholoth’s speed in combat is profoundly frightening. Anyone attacked by a gacholoth in melee combat must make a Will save (DC 17) or go into shock for 1d6 rounds. Creatures that go into shock are frozen with terror and drop any held items. A successful save means the victim is merely shaken. A character cannot be shocked by the same gacholoth twice, regardless if the save is successful or not.

Skirmish (Ex) In a round where a gacholoth moves 10 feet or more from its starting position, it does +3d6 damage with all melee attacks & all ranged attack within 30’, or +5d6 damage if it moves 20 feet or more. Only creatures vulnerable to critical hits are vulnerable to the extra damage. Also, a gacholoth receives a +2 competence bonus to AC in those same rounds (+4 if 20 feet).

Spider Climb (Ex) Gacholoths are natural climbers. They move at full speed while climbing and do not lose their Dexterity bonus (and shield bonus, if applicable) to AC. A gacholoth can always take 10 on Climb checks.

Summon Yugoloth (Sp) A gacholoth can summon 2d4 skeroloths or another gacholoth with a 30% chance of success.

Skills Gacholoths have a +8 bonus to Bluff, Climb and Intimidate checks.
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Gacholoths are the scouts and terrorists of the Blood War.

GACHOLOTH LORE

Characters with ranks in Knowledge (the planes) can learn more about gacholoths. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC
19 – This yugoloth is an gacholoth, a scout, infiltrator and terrorist in the Blood War. They revel in causing terror and pain.
24 – Gacholoths prefer hit and run tactics, building momentum with speed to deliver a fierce blow before retreating to exploit another opening.
29 – A gacholoth is an excellent climber, and its claws drip acid.

STRATEGIES AND TACTICS

A gacholoth prefers hit and run tactics, moving in swiftly to skirmish enemies then backing away again to find and exploit weak spots. Gacholoths enjoy inflicting terror; as such they enjoy combining invisibility with terror tactics – there are few things more frightening than seeing a clawed black arm come out of nowhere, poised to strike a deadly blow. They use their ability to inflict shock to play twisted games with their victims, often making a leisurely job of killing them. They routinely renew their expeditious retreat spell-like ability on themselves.

ECOLOGY

Gacholoths are the infiltrators and terrorists of the Blood War. They consider themselves to be the great betrayers and terrorists of the Outer Planes and will not allow others of similar skill to outdo them. For example, they have an intense hatred of succubi and erinyes, taking pleasure in torturing to death any of these they capture.
Environment: Gacholoths are native to Hades and Gehenna. They spend months, years, even centuries, serving in the army of a temporary master with unquestioned loyalty, while secretly waiting for the best moment to reveal their true allegiance and begin a reign of slaughter and terror.
Physical Characteristics: Gacholoths have a roughly humanoid appearance. Their bodies are ebony black, and they have four long and powerful legs, each tipped with three sharp claws to aid in climbing. Their well-muscled torsos have two arms, each ending in a hand with four fingers that are tipped with savage, retractable claws. Gacholoth skulls are bony, their ears are triangular and flare back; a thick shock of dark hair flows back from a receding hairline. Sharp fangs thrust forward prominently, while the sunken eyes are cold and inhuman. Something about their skull structure suggests sahuagin. A typical gacholoth stands at about 8 feet tall and weighs about 550 pounds.
Alignment: Gacholoths enjoy inflicting terror and pain, savouring the fear of their victims like a fine wine. They are always Neutral Evil.

TYPICAL TREASURE

Gacholoths prefer magical items which augment their speed and damage. They seldom, if ever, wield weaponry, but gear themselves with more subtle items, including dust of disappearance. Gear designed to boost physical might or improve their ability to inflict terror are priceless to gacholoths. A gacholoth has treasure appropriate to its Challenge Rating.

Calinar
2012-03-26, 03:16 PM
Looks good, is this a 2.0 one that wasn't ported over to 3.0 and 3.5? Looks to be all sorts of fun to throw at your party, run in for an attack with expeditious retreat on and hit them with 8d6+4 damage possibly shocking them and run back out and cast magic missile or produce flame, rinse and repeat. If things start going bad or they want to do a quick strike and get out, they can greater teleport away and try again later. Invisibility and mirror images could be used to great effect to keep the party confused, spider climb and slow fall could also be used creativity for some nice ambushes or to just pound away at a party from afar that can't attack back.

The overall statistics look good and the feats and spell-like abilities fit its combat style. I can see it doing exactly what the lore says it does. Throw two of these thing at a party to constantly harass them, teleporting away just as the advantage of surprise wears off to a location just ahead to set up another ambush. A group of four or five could do a full on battle after an ambush with clever use of mirror images and invisibility to keep their advantage for much longer. I'd also hate to face one of these with six extra hit dice and spring attack. Good work, I'm looking forward to replacing the rest of the Yugoloths with yours.

Pokonic
2012-03-26, 03:25 PM
Ohh, it's about time someone made these guys for 3.5. It's sad, realy, when Pathfinder fleshes out your creation better than you do.:smallsigh:

LordofBones
2012-04-05, 05:23 AM
MARRAENOLOTH (CR 15)

Standing in the skiff is a tall, skeletal figure wrapped in a hooded robe. The creature seems almost undead; its skeletal hands gripping a sturdy staff. It looks up as you come closer, revealing a reddish glow in its eyes. A hand stretches out, and a raspy voice asks “Destination?”

Always NE Medium Outsider (evil, extraplanar, yugoloth)
Init +12; Senses Listen +13, Search +13, Spot +15; darkvision 60ft
Languages Abyssal, Common, Infernal, Yugoloth; telepathy 100ft
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AC 34 (+7 Dex, +17 natural); touch 17, flat-footed 28
hp 119 (14d8 plus 56); DR 10/good;
Immune acid, fire, poison; Styx immunity
Resist cold 10, electricity 10; SR 26
Fort +13, Ref +16, Will +14
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Speed 30 ft;
Base Atk +14; Grp +16;
Melee quarterstaff +18/+13/+8 (1d8 + 4 plus stun [Fort DC 20])
Space 5 ft; Reach 5 ft
Atk Options stun (Fort DC 20)
Special Actions animate Styx, fear gaze, planeshift, summon yugoloth
Spell-like Abilities (+16 melee, +21 ranged; CL 14th)
At will – alter self, animate dead, bestow curse (DC 19), charm person (DC 16), contagion (DC 19), control water, deeper darkness, greater teleport (self and boat plus 50 pounds of objects), ice storm, invisibility, poison (DC 19), produce flame, quench, telekinesis, thalassemia (DC 19);
3/day – otiluke’s freezing sphere (DC 21), power word blind, power word stun;
1/day – drown (DC 21)
Combat Gear +2 large quarterstaff
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Abilities Str 15, Dex 24, Con 18, Int 20, Wis 20, Cha 20
SQ hive mind
Feats Combat Reflexes, Dark Speech (B), Improved Initiative, Sea Legs, Skill Focus (Profession ), Quicken Spell-like Ability (greater teleport)
[B]Skills Appraise +22, Balance +13, Bluff +22, Diplomacy +24, Intimidate +23, Knowledge (arcana) +22, Knowledge (the planes) +22, Listen +13, Move Silently +13, Profession (boatman) +33, Search +13, Sense Motive +15, Spellcraft +24, Spot +15, Survival +22 (+24 extraplanar), Swim +19, Tumble +9
Advancement 15 – 30HD (Medium), 31 – 45HD (Large)
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Animate Styx (Su) Once per day, a marraenoloth can command the waters of the Styx to animate within a radius of 60 ft for up to 11 rounds. The water takes the form of a writhing tendril and has an attack bonus of +19. Anyone struck by the water must make a Will save (DC 20) or be feebleminded.

Fear Gaze (Su) A marraenoloth’s eyes glow red when angry. Any creature within 60ft that meets the fiend’s gaze must make a Will save (DC 22) or succumb to a fear spell as cast by an 14th level caster.

Fire Immunity (Ex) A marraenoloth is unique among other yugoloth castes in that it is immune to fire.

Hive Mind (Ex) A marraenoloth is instantaneously aware whenever another of its kind is cheated, harmed or slain. It is also aware of the identities of the perpetrators; if those characters were to attempt to influence another marraenoloth, they suffer a -10 penalty to all Charisma-based checks to influence the creature and must pay twice the usual price to summon one. In addition, a marraenoloth has a 15% higher chance than normal to betray its passengers.

Planeshift (Su) A marraenoloth can planeshift itself and passengers aboard its skiff to any sizeable body of water on the Planes, such as a river or lake. A marraenoloth is also fully capable of traversing the Astral Plane and the boundaries of the Prime Material Plane as well. They can actually enter the Prime Material, too, but they must leave their skiffs behind. A marraenoloth without a vessel is lost and useless, so they are naturally reluctant to venture far from their crafts. Occasionally they are summoned or sent to the Prime, anyway, to transport some being to or from the Lower Planes (using a special planeshift ability that works for this task only). Those in the skiff are protected from all environmental hazards, be they the lava flows of Gehenna or the soul-sucking despair of the Waste.

Stun (Ex) Those struck by a marraenoloth’s staff must make a Fort save (DC 22) or be stunned for one round. Marraenoloths take no penalty for wielding oversized staves.

Summon Yugoloth (Sp) Twice per day a marraenoloth can attempt to summon 1d4 psicoloths, 1d4 gacholoths or one hydroloth with a 50% chance of success, or another marraenoloth with a 20% chance of success.

Skills Marraenoloths have a +8 racial bonus to Profession (boatman). They never get lost on the Styx.
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Marraenoloths are the ferrymen of the River Styx.

MARRAENOLOTH LORE

Characters with ranks in Knowledge (the planes) can learn more about marraenoloths. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC
24 – This yugoloth is a marraenoloth, a ferryman of the River Styx. Their skiffs can travel to any plane for the right price.
29 – Marraenoloths are not good fighters, but they have a repertoire of spell-like abilities to buy time to flee to safety. They are always aware when one of their caste is betrayed.
34 – Marraenoloths can animate the Styx itself to fight for them.

STRATEGIES AND TACTICS

Marraenoloths are the boatmen of the River Styx, and function almost exclusively in that capacity. They are not suited for combat – something recognized by other fiendish lords – and use their spell-like abilities and gaze to keep foes at bay before fleeing. All marraenoloths have the ability to call upon the aid of Charon, the fearsome altraloth lord of the Styx, but the power’s price for this aid is so steep that almost all marraenoloths would rather risk death.

ECOLOGY

Marraenoloths are the ferrymen and boatmen of the River Styx. They are the promoted forms of the yagnaloths, abandoning their fiefs to have their minds and spirits bound to the River itself.
Environment: Marraenoloths are bound to the River Styx. They are native to the planes where the Styx flows, though they usually hail from the Gray Waste.
Physical Characteristics: Marraenoloths are skeletally thin, almost cadaverous humanoids. Their faces are skull-like with prominent fangs, and their eyes generally glow yellow or red. They always carry their staves, which thy guard with a jealous zeal, and they wear flowing gray robes and cloaks. A typical marraenoloth is about 6 feet tall and weighs around 200 pounds.
Alignment: Even the most neutral marraenoloth has a taste for betrayal unless bribed. They are always Neutral Evil.

TYPICAL TREASURE

Marraenoloths usually keep treasure in the form of payment for their services, including gold, gems, jewelry and magical items; although almost never in their skiffs. They usually only hold on to gems and coins; other treasure is usually kept in a stash known only to the marraenoloth itself. They have half standard treasure for their Challenge Rating on their persons; but twice standard treasure in their stashes, assuming someone is lucky enough to stumble onto it.

SUMMONING A MARRAENOLOTH

Summoning a marraenoloth generally involves placing a magical item of some value (usually 500 gp), a bag of platinum coins worth 100pp or precious gems or gold worth around 1000 gp on the edge of the Styx and then casting a Conjuration [calling], Conjuration [summoning] or blasphemy spell. A marraenoloth usually arrives within 2d4 rounds of the casting.

The fiend demands payment before boarding – usually the reagents used to call it. Even if a marraenoloth is paid (as opposed to being sent by a higher evil force), there is still a 15% chance that the creature will betray the passenger, either by delivering him to the incorrect destination or plane (85% chance) or by leading the summoner into an ambush (15% chance). The chance can be lowered by 5% for every 500 gp extra the marraenoloth’s tribute is increased, or by the appropriate Diplomacy check (as decided by the DM).

CHARON

Charon – or Cerlic, as he is sometimes called – is the mightiest of the marraenoloths. A power in his own right, Charon is actually an altraloth, created when the marraenoloths appealed to the night hags for aid against the Apomps-spurred gehreleths, for they were unable to afford the exorbitant fees demanded by their ultroloth masters. In exchange for free passage throughout the Styx, the hags reformed one of the skeletal fiends into the altraloth known as Charon.

The altraloth was able to put a stop to the gehreleth attacks so absolutely that the marraenoloths were never bothered again, though how he did this is a secret even to the ultroloths, save perhaps the General of Gehenna and Mydianchlarus. Charon, of godlike might himself, now ferries the souls of the dead for Hades of Pluton for a yet-unknown price. He commands the absolute loyalty of the marraenoloths, and is served by several of the most powerful ones; unique marraenoloths called the charonoloths (although the name itself is used synonymously with marraenoloth).

Charon appears as a tall specimen of his race wreathed in black robes. The absolute master of the Styx; he is of the most respected and feared beings on the Lower Planes.

LordofBones
2012-04-16, 08:32 AM
Design notes: Archfiend and divine avatars and aspects get one feat per two HD in addition to any bonus feats they get from class levels, if any. Ability scores increase by a blanket +2 per four HD over the base creature, before ability score increases as a result from levels, size increases and inherent bonuses are applied.

I tend to treat statistics for archfiends and gods as approximations of how their avatars or aspects would look like. The Anthraxus presented below, in my view, is a manifestation of the real Anthraxus's will when forced to deal with powerful emissaries, divine minions, aspects of his fellow archfiends and so on. Greater and lesser aspects certainly exist as well.


ANTHRAXUS THE DECAYED (CR 41)

Clad in a rotting gray robe and cape, his horrific creature towers over you like a plague-ridden giant. The fiend’s skin and flesh are similarly pallid, but what frightens you the most is its face. Almost like the head of a horribly scarred, diseased ram with curling horns, you recoil as you realize the horns are threaded with flesh and black iron wires, and the horrible yellow eyes are nuggets of gold. The creature’s face had been sculpted, you realize, for even as that horrible voice sears itself into your mind the creature’s maw does not move.

NE Large Outsider (evil, extraplanar, yugoloth)
Init +18; Senses Listen +55, Search +57, Spot +55; see in darkness
Aura rot; Languages Abyssal, Celestial, Draconic, Common, Infernal, Yugoloth; telepathy 380 ft
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AC 81 (-1 size, +4 deflection, +14 Dex, +16 profane, +39 natural); touch 43, flat-footed 67
hp 912 (38d8 plus 608), regeneration 16; DR 30/epic, good and silver
Immune ability damage, ability drain, acid, energy drain, exhaustion, mind-affecting effects, poison, polymorph effects
Resist cold 30, electricity 30, fire 30; SR 52
Fort +55, Ref +53, Will +53
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Speed 40 ft
Melee staff of the lower planes +59/+54/+49/+44 (3d6 + 30 plus 3d6 vs good and one negative level/20/x2 plus 6d6 vs good and 2 negative levels) or
Melee 2 slams +52 (2d8 + 15 and disease [Fort DC 46]) and
Melee touch +47 (3d6 drain)
Space 10 ft; Reach 10 ft
Base Atk +53; Grp +72;
Atk Options Arcane Strike, Awesome Blow, Improved Bull Rush, Power Attack; breath of contagion (cloud of gas, 38d6 acid damage [half vile] and 2 random diseases), disease (slam)
Special Actions call yugoloth, fascination (DC 46 or be held)
Spell-like Abilities (+53 melee touch, +52 ranged touch; CL 38th)
Always active – detect chaos, detect good, detect evil, detect law, detect magic, detect poison, detect scrying, detect thoughts, discern lies, true seeing, unholy aura;
At will – acid storm (DC 36), acid fog, astral projection, befoul, blasphemy (DC 36), chain lightning (DC 34), contagion (DC 32), curse of the putrid husk (DC 31), deeper darkness, desecrate, despoil (DC 37), dispel good (DC 32), energy drain (DC 36), fear (DC 31), flesh ripper, fly, greater dispel magic, greater scrying (DC 34), greater teleport (self plus 50 pounds of objects), mass inflict moderate wounds (DC 34), ravage (DC 35), ray of enfeeblement, ray of exhaustion (DC 30), rotting curse of ur-festra (DC 31), unhallow, wall of deadly chains (DC 32), wall of fire, wither limb (DC 30), wretched blight (DC 35);
6/day – chain of sorrow (DC 35), geas/quest, mass suggestion (DC 33), symbol of death (DC 35), symbol of fear (DC 33), symbol of insanity (DC 35), symbol of pain (DC 32), symbol of stunning (DC 34), symbol of weakness (DC 34), wrack (DC 32);
3/day – bestow greater curse (DC 36), death by thorns (DC 35), eternity of torture (DC 37), imprison soul (DC 35), mass harm (DC 37), pox (DC 35);
1/day – pestilence (DC 38)
Typical Necromancer Spells Prepared (CL 38th; +53 melee touch, +52 ranged touch)
16th – heightened avascular mass (DC 45), chained heightened gutwrench (DC 42), intensified tainted horrid wilting (DC 37);
15th – chained maximized blackfire (DC 37), chained empowered repeating orb of acid (DC 30), intensified polar ray;
14th – quickened violated maw of chaos (DC 35), intensified energy ebb (DC 36), empowered quickened mass inflict critical wounds (DC 37);
13th – quickened repeating mass contagion (DC 35), chained repeating fleshshiver (x2; DC 35);
12th – intensified night’s caress (x2; DC 34), corrupt maximized polar ray, empowered maximized whirlwind of teeth (DC 33);
11th – heightened quickened heartfreeze (DC 36), empowered violated lightning ring (DC 37), chained tainted violated reciprocal gyre (DC 31), quickened retributive enervation;
10th – heightened evil glare (DC 39), quickened eyebite (DC 35), quickened superior resistance, corrupt tainted zajimarn’s field of icy razors (DC 34);
9th – black blade of disaster, greater dimension jumper, lash of force (DC 35), plague of undead, soul bind, quickened touch of vecna (DC 34), utterdark;
8th – create greater undead, quickened finger of agony (DC 33), flensing (x2; DC 34), power word stun, tainted violated storm of fire and ice (DC 32), touch of the graveborn (x2; DC 35);
7th – antimagic ray (DC 33), avasculate (DC 36), finger of death (x2; DC 36), greater seed of undeath, necrotic curse, empowered night’s caress (DC 34), violated otiluke’s freezing sphere (DC 31);
6th – ashen union (DC 35), ghoul gauntlet (DC 35), greater anticipate teleportation, tainted violated orb of sound, ray of entropy (x2), wave of pain (DC 35);
5th – acid sheath, channeled lifetheft (x2), cryptwarden’s grasp (x2), death throes, graymantle, vitriolic sphere (DC 31);
4th – burning blood (DC 33), caustic mire, corporeal instability (DC 30), entangling staff, evard’s black tentacles, heart ripper (DC 33), horrid sickness (x2; DC 33), summon undead IV;
3rd – blade of pain and fear (DC 29), contagious fog, dolorous blow, greater disrupt undead, icelance (DC 29), violated melf’s acid arrow, prickling torment (DC 32), corrupt ray of ice (DC 28), vampiric touch;
2nd – blindness/deafness (DC 31), burning blood (DC 28), cloud of bewilderment (DC 28), death armor, escalating enfeeblement (x2), ghoul touch (DC 31), incendiary slime, kelgore’s grave mist;
1st – backbiter, blade of blood (x2), blood wind, corrosive grasp, reaving aura, rime (DC 30), true strike, whelm (DC 27);
Cantrips – arcane mark, presdigitation, silent portal, touch of fatigue (DC 29)
Epic Spells per Day 3; Epic Spells Known many
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Abilities Str 41, Dex 38, Con 43, Int 42, Wis 39, Cha 47
SQ profane grace, yugoloth traits
Feats Arcane Strike, Awesome Blow, Chain Spell, Corpsecrafter, Corrupt Spell (B), Dark Speech (B), Empower Spell, Evil Brand (B), Greater Spell Focus (Necromancy), Heighten Spell, Improved Bull Rush, Improved Initiative, Maximize Spell, Quicken Spell, Power Attack, Repeat Spell, Spell Focus (Necromancy), Taint Spell, Violate Spell (B)
Epic Feats Epic Evil Brand (B), Epic Reputation, Epic Spellcasting, Epic Spell Focus (Necromancy), Improved Heighten Spell, Intensify Spell
Skills Balance +43, Bluff +63, Climb +30, Concentration +57, Decipher Script +57, Diplomacy +75 (+83 evil creatures), Disguise +42, Forgery +57, Gather Information +67, Hide +39, Intimidate +67 (+75 evil creatures), Jump +19, Knowledge (arcana, geography, history, local, nobility and royalty, religion, the planes) +58, Knowledge (nature) +18, Listen +55, Move Silently +34, Search +57, Sense Motive +55, Sleight of Hand +33, Spellcraft +61 (+65 scrolls), Spot +55, Survival +34 (+38 to avoid getting lost, extraplanar, tracking), Tumble +39, Use Magic Device +59 (+68 scrolls)
Possessions staff of the Lower Planes plus quintuple standard
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Aura of Rot (Su) Anthraxus’s presence stifles all forms of healing. He nullifies all form of fast healing and regeneration within 380 feet of him. Healing spells only heal half the usual amount, and unattended items and equipment have their hardness and hit points decrease by 3 each round they remain in the altraloth’s presence. Magical items gain a Fortitude save to negate the effect. Finally, his aura negates magical and natural protection against disease, ability damage and ability drain although creatures normally immune to ability drain treat it as ability damage instead.

Breath of Contagion (Su) Cone of putrid yellow-black mist 40 feet high, 45 feet wide and 100 feet long, once every 1d4 rounds, 38d6 acid damage (half of which is vile) plus two random diseases; Ref DC 44 half for the damage and Fort DC 44 for the disease.

Call Yugoloth (Su) At will, Anthraxus can call two ultroloths, three nycaloths or arcanaloths or eight of any other yugoloth.

Decay (Su) With a gesture, Anthraxus can force a victim to wither away under the weight of years. As a standard action, Anthraxus may designate a single victim as a target for decay. When this happens, the target must immediately make a Fortitude save (DC 47) or take 10d6 vile damage each round and lose 3 points of Strength, Dexterity and Constitution. If the victim’s ability scores drop to zero as a result of the ability score or takes damage beyond its current hit points, it dies and is reanimated as an angel of decay under Anthraxus’s control the following round. Anthraxus can alter the duration of the decay as he desires.

Creatures immune to aging effects still take damage.

Disease (Su) Anthraxus’s natural attacks inflict a cruel, debilitating disease (1d4 Con and 1d4 Cha drain, incubation one round, Fort DC 44). This pox is contagious; anyone in contact with the affected victim suffers the same fate. Healing spells must succeed at a DC 48 caster level check to cure the victim; even so the healer must make the save as well to avoid being infected. Hit point loss from the disease’s effects is permanent unless a greater restoration, miracle or wish is cast after the disease is removed.

Regeneration (Ex) Weapons capable of bypassing Anthraxus’s damage reduction as well as good spells and effects deal normal damage to him.

Remake (Ex) Before his ascendancy to the throne of Khin-Oin, Anthraxus was a necromancer specialized in the creative use of corpses. He is capable of tormenting living beings as well; when he so desires he can remake creatures into grotesque parodies of their former selves. Anthraxus can remake any creature that has an ability score reduced to 1 by his natural attacks, spells or spell-like abilities.

Hereafter, Anthraxus can mutate his victims, providing cruel, unwanted monkey paw-esque boons. He is capable of remaking and reshaping his victims, restoring their ruined ability scores along with augmenting them. The altraloth has a pool of 100 ability points to “bless” his target with; he does not need to use all of them at once. He can bestow a profane bonus to an ability score of his choice (maximum +20) to his victims. He can shift and remove these augmentations at will.

Gifting his victims with these augmentations is horribly traumatizing. He can impart any of his prepared spells or spell-like abilities to his victims, to be triggered when certain conditions are met. Gifting his victim a boon of Strength, for example, might result in one arm withering away into a desiccated limb (as the spell wither limb), while the other arm becomes a grotesque, veined mass of muscle. When he grants a boon of Intelligence, the victim’s head elongates and swells; the veins clearly visible. Hereafter, casting a spell becomes extremely painful and the victim must make a Fortitude save (DC as the spell being cast) whenever he casts a spell or suffer the effects of a wrack spell for one minute per spell level, or casting a spell triggers a wail of the banshee on the caster and his allies. Anthraxus is fond of irony; which is taken into account when he grants a boon. Creatures normally immune to the adverse effects are affected as though they were unprotected.

Anthraxus can also allow the victim’s scores to reach zero, at which point the victim dies. He can then reshape the corpse into any form he wishes – in more sadistic cases, the altraloth turns the victim into a chair or a table, or just a mass of rotting flesh, before granting the tortured victim life again.

Scarring Touch (Su) Anthraxus’s face bears horrific marks of experimental surgeries and self-inflicted scars. His touch similarly warps his victims, scarring them horribly physically and mentally. Anthraxus’s touch deals 3d6 drain to an ability score of his choice; he generally chooses Charisma to scar his victims in imitation of his own horrible scars. A Fortitude save (DC 47) halves the drain.

Spells Anthraxus casts spells as a 38th level wizard specialized in Necromancy with access to all arcane spell lists. Anthraxus prefers offensive magic to defensive magic. As a Lord of the Lower Planes the Diseased One does not suffer the cost of corrupt spells, nor does he need to meet material or racial component prerequisites.

Vile (Ex) Anthraxus’s natural attacks always deal vile damage. He treats Corrupt Spell, Evil Brand, Epic Evil Brand and Violate Spell as bonus feats.

STRATEGIES AND TACTICS

Anthraxus is brutal in melee combat. The disgraced altraloth prefers to wade in confidently; the fury of his assault stoked by the memory of his dethronement. He makes good use of his scarring touch against foes within range, and savors the agony of those who suffer from Decay. He is just as fond of hurling spells into the fray as he is of melee combat; softening up foes with judicious use of corrupt and damaging spells before finishing them with death magics. He often marries Arcane Strike and entangling staff with the Staff of the Lower Planes, combining this deadly combination with Power Attack for the best results.

Anthraxus is cruel, and will often teleport away with a drained enemy to better employ his Remake ability with no interruptions. When feeling particularly sadistic, he Remakes an opponent in the heat of battle – the sight alone is enough to make even the most hardened veterans sick with horror.

SERVANTS, MOTIVATIONS AND GOALS

Anthraxus was the most warlike of the Oinoloths. The only one known to have ever successfully breached the defenses of Khin-Oin in an open assault, he was originally an ultroloth necromancer specializing in the creative use of corpses. The hags responsible for his transformation into an altraloth did so in return for the archfiend’s aid in repelling plane-wide crusades of the paladins of the Order of the Knights Militant. For centuries, Anthraxus the Decayed ruled the Wasting Tower and all its secrets from the throne of the Siege Malicious.

Until Mydianchlarus.

Mydianchlarus, who glided into the throne-room of the Khin-Oin unchallenged and whispered into Anthraxus’s tattered ear something so disturbing it broke the Oinoloth’s will. Even now, the secret torments the disgraced fiend, compelling him to seek the truth from any source willing to hear him out.

Anthraxus prefers not to have followers. Most of his yugoloth servants deserted him, except for the broken arcanaloth Nivsiim (NE arcanaloth wizard 12) who was bound into the archfiend’s service when Anthraxus was an ultroloth. Still, when he was Oinoloth he ordered the construction of numerous safehouses throughout the Lower Planes filled with money and magical items, and he uses these to finance schemes to regain control over the Wasting Tower.

Anthraxus hates Mydianchlarus with a burning passion, but there is still some uncertainty about having to confront the ultroloth prince once more. He bears a special loathing for the god Vhaeraun, and even a whisper of the fallen Oinoloth’s name makes the god pale dramatically – to the point where Anthraxus can enter and leave the power’s realm in Carceri with no ill-effect. Rumor is he maintains a palace made of flayed and blighted drow petitioners there.

Anthraxus currently wanders the Lower Planes, his ambition ever-burning; some say he sought to challenge the General of Gehenna himself. Perhaps that was why Mydianchlarus was sent, armed with something Anthraxus had no hope of defending against, to send him on his way; and even the gods fear what he may do and what he may yet become.


Staff of the Lower Planes (Major Artifact)

Jealously guarded and hoarded by Anthraxus the Decayed, the Staff of the Lower Planes was the only item he carried from Khin-Oin after Mydianchlarus dethroned him.

Lore: The Staff of the Lower Planes is the symbol and standard of Anthraxus the Decayed. Scholars say the price of the staff’s creation could have bought entire Prime worlds. (Knowledge [arcana, the planes]) DC 30)
It was bestowed on him by the same night hags responsible for his apotheosis, and resembles nothing less than an imitation of the Wasting Tower itself. (Knowledge [arcana, the planes] DC 40)

Description: This staff stands at almost ten feet high, and seems to made of interlocking bone segments. Closer inspection reveals that that the fragments are really the defiled bones of a pit fiend and balor, knit with tough sinew and threads of black iron. The staff is crowned by a grisly melding of the skulls of both fiends; the backs of each skull flawlessly fused together to form one dual-faced bone. The staff constantly writhes in Anthraxus’s grasp; perhaps the forces of law and chaos cannot abide cohabitation in one vessel.

Powers: The Staff of the Lower Planes is a +7 quarterstaff of unholy power with a base damage of 2d8 and all the powers of a staff of domination and a staff of epic necromancy. Any fiend struck by the staff must make a Fortitude save (DC 54) or be transformed into the lowest ranked creature of their respective types (i.e. a balor would become a mane). The bearer of the Staff of the Lower Planes is immune to all negative planar effects of the Lower Planes. In addition, it allows use of the following spells 6 times per day:

• Violated intensified deadly lahar
• Gate
• Chained greater harm (DC 43)
• Reaching imprisonment (DC 43)
• Wave of pain (DC 42)

One per day, the wielder of the Staff can cast the following spells:

• Chained true dominate (DC 41)
• Heightened (to 15th) wish (DC 48, 51 for Necromancy effects)

Anyone that touches the staff without Anthraxus’s permission – which is seldom forthcoming – must make a Fortitude saving throw (DC 54) or be permanently transformed into a larva. A wish spell and a caster level check against Anthraxus’s SR can reverse the effect.
Aura/Caster Level: Overwhelming conjuration, enchantment and necromancy, overwhelming evil; CL 35th.


Parts of Anthraxus's flavor text comes from the old Realms of Evil forums, courtesy of ripvanwormer. The post has been lost for years now; I just posted it from memory. His description is based on a Planewalker story by sciborg.