kinem
2014-07-08, 10:27 AM
Yagnoloth (revised)
Large Outsider (Evil, Yugoloth)
Hit Dice: 10d8+40 (85 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
Base Attack/Grapple: +10/+24
Attack: Mwk longsword +10 melee (1d10/19-20) or slam +20 melee (1d6+10 plus stunning blow)
Full Attack: Mwk longsword +10/+5 melee (1d10/19-20) and slam +20 melee (1d6+10 plus stunning blow)
Space/Reach: 10 ft./10 ft.
Special Qualities: DR 10/good, SR 25, yugoloth traits (immune to poison and acid; cold, fire, and electricity resistance 10; telepathy 100', darkvision 60')
Special Attacks: Breath weapon, energy drain, spell-like abilities, stunning blow (Fort DC 19), muscular arm
Saves: Fort +11, Ref +9, Will +9
Abilities: Str 30 (10 with smaller arm), Dex 14, Con 19, Int 15, Wis 15, Cha 16
Skills: Bluff +16, Climb +23, Concentration +17, Diplomacy +20, Intimidate +18, Jump +23, Knowledge (the planes) +15, Listen +15, Sense Motive +15, Spot +15
Feats: Ability Focus (breath weapon), Ability Focus (stunning blow), Power Attack, Weapon Focus (slam)
Climate/Terrain: Any land and underground (Gehenna)
Organization: Solitary
Challenge Rating: 9
Treasure: Standard and mwk large longsword
Alignment: Always neutral evil
Advancement: 11-30 HD (Large)
Level adjustment: +4
In the feudal-like hierarchy of Gehenna, most yagnoloths are minor lords. Each such lord rules over a territory, with vassal yugoloths at its beck and call. The rationale behind this arrangement is not clear to outsiders, since yagnoloths are neither stronger nor brighter than many of their subjects. Whatever the reason, the ruling powers of Gehenna enforce the existing order, and the yagnoloths profit from it. In fact, the yagnoloths squeeze every advantage possible from their positions, up to and including sanctioning executions of yugoloths that are considerably more physically and magically powerful than themselves, but lower in the hierarchy. Such actions are little different from what any yugoloth would do if given the opportunity.
Nonetheless, the fact that the yagnoloths’ authority exceeds their personal power has earned them a special sort of resentment. (One theory is that the ultroloths keep the yagnoloths in power to divert complaints from themselves. When a lesser yugoloth has a gripe with his superiors, as they often do, that anger is likely to be aimed at his yagnoloth lord.) No other yugoloth can pass up an opportunity to betray its yagnoloth overlord — for the right price. As a secondary effect of their despised status, yagnoloths cannot summon other yugoloths.
A few yagnoloths choose to wander rather than rule. These often either are soon killed, or go on to achieve enough combat experience and personal power that they are usually left alone to do as they want.
A yagnoloth is humanoid and stands 10 to 15 feet tall. Its hide is red and scaly; its head is small and skeletal and topped by ears resembling bats’ wings. A yagnoloth’s favored arm is enormous, thickly knotted with muscles, and long enough to drag on the ground. It uses this arm for its slam attack. The other arm appears small in comparison and is about the size of a normal human arm.
Combat
A yagnoloth attacks with both arms in melee. It typically wields a large masterwork (or better) longsword with its smaller arm, but that arm is fairly weak (Str 10) and a typical yagnoloth does not receive any Strength bonus when using it. An exceptionally strong specimen, or one whose strength is magically enhanced, could still have a Strength bonus with that arm but recieves no racial bonus to Strength with it.
Breath Weapon (Su): As a standard action, a yagnoloth can exhale a cloud of acid every 1d4 rounds. This cloud affects a 5-foot cone for 1 round. A creature in that area takes 2d6 points of acid damage (no save) and must make a Fortitude save (DC 21, Con-based) or be nauseated for 1 round. Yagnoloths are immune to this attack.
Energy Drain (Su): The yagnoloth can drain life force from an unconscious or stunned creature. The yagnoloth places its head against the victim’s flesh as a swift action. For each full round the yagnoloth remains in contact, the victim gains 1d4 negative levels; this is a full round action for the yagnoloth. To remove each negative level the Fort save DC is 18 (Cha-based).
Spell-Like Abilities: At will — deeper darkness, see invisibility; 3/day - fear (30' cone, Will DC 17), shocking grasp (1d8+10), teleport without error (self plus 50 pounds of objects only). Caster level 10 (as HD); save DC 13 + spell level (Cha-based).
Stunning Blow (Ex): Any creature struck by a yagnoloth’s massive arm must make a Fort save (DC 19, Wis-based) or be stunned for 1 round.
Muscular Arm (Ex): A yagnaloth’s larger arm functions as a primary natural weapon, even when it is used to make secondary attacks. This ability negates any secondary attack penalty and allows the yagnaloth its full Strength bonus with its slam, whether the attack is primary or secondary.
Yugoloth Traits: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 10. Yugoloths can communicate telepathically with any creature within 100 feet that has a language. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
Advancement: Increase SR by 1 for each class level, and by 1 for every 2 racial HD above 10.
New version (2022):
Yagnoloth (revised)
Large Outsider (Evil, Yugoloth)
Hit Dice: 10d8+40 (85 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
Base Attack/Grapple: +10/+24
Attack: Mwk longsword +10 melee (1d10/19-20) or slam +20 melee (1d6+10 plus stunning blow)
Full Attack: Mwk longsword +10/+5 melee (1d10/19-20) and slam +20 melee (1d6+10 plus stunning blow)
Space/Reach: 10 ft./10 ft.
Special Qualities: DR 10/good, SR 25, yugoloth traits (immune to poison and acid; cold, fire, and electricity resistance 10; telepathy 100', darkvision 60')
Special Attacks: Breath weapon, energy drain, spell-like abilities, stunning blow (Fort DC 25), muscular arm
Saves: Fort +11, Ref +9, Will +9
Abilities: Str 20 (30 with larger arm, 10 with smaller arm), Dex 14, Con 19, Int 15, Wis 15, Cha 16
Skills: Bluff +16, Climb +23, Concentration +17, Diplomacy +20, Intimidate +18, Jump +23, Knowledge (the planes) +15, Listen +15, Sense Motive +15, Spot +15
Feats: Ability Focus (breath weapon), Ability Focus (stunning blow), Power Attack, Weapon Focus (slam)
Environment: Any land and underground (Gehenna)
Organization: Solitary
Challenge Rating: 9
Treasure: Standard and mwk large longsword
Alignment: Always neutral evil
Advancement: 11-30 HD (Large)
Level adjustment: +4
A yagnoloth is humanoid and stands 10 to 15 feet tall. Its hide is red and scaly; its head is small and skeletal and topped by ears resembling bats’ wings. A yagnoloth’s favored arm is enormous, thickly knotted with muscles, and long enough to drag on the ground. It uses this arm for its slam attack. The other arm appears small in comparison and is about the size of a normal human arm.
In the feudal-like hierarchy of Gehenna, most yagnoloths are minor lords. Each such lord rules over a territory, with vassal yugoloths at its beck and call. The rationale behind this arrangement is not clear to outsiders, since yagnoloths are neither stronger nor brighter than many of their subjects. Whatever the reason, the ruling powers of Gehenna enforce the existing order, and the yagnoloths profit from it. In fact, the yagnoloths squeeze every advantage possible from their positions, up to and including sanctioning executions of yugoloths that are considerably more physically and magically powerful than themselves, but lower in the hierarchy. Such actions are little different from what any yugoloth would do if given the opportunity.
Nonetheless, the fact that the yagnoloths’ authority exceeds their personal power has earned them a special sort of resentment. (One theory is that the ultroloths keep the yagnoloths in power to divert complaints from themselves. When a lesser yugoloth has a gripe with his superiors, as they often do, that anger is likely to be aimed at his yagnoloth lord.) No other yugoloth can pass up an opportunity to betray its yagnoloth overlord — for the right price. As a secondary effect of their despised status, yagnoloths cannot summon other yugoloths.
A few yagnoloths choose to wander rather than rule. These often either are soon killed, or go on to achieve enough combat experience and personal power that they are usually left alone to do as they want.
Yagnoloths speak Abyssal, Draconic, and Infernal.
Combat
A yagnoloth attacks with both arms in melee. It typically wields a large masterwork (or better) longsword with its smaller arm, but that arm is fairly weak (Str 10) and a typical yagnoloth does not receive any Strength bonus when using it. An exceptionally strong specimen, or one whose strength is magically enhanced, could still have a Strength bonus with that arm but recieves no racial bonus to Strength with it.
Breath Weapon (Su): As a standard action, a yagnoloth can exhale a cloud of acid every 1d4 rounds. This cloud affects a 5-foot cone for 1 round. A creature in that area takes 2d6 points of acid damage (no save) and must make a Fortitude save (DC 21, Con-based) or be nauseated for 1 round. Yagnoloths are immune to this attack.
Energy Drain (Su): The yagnoloth can drain life force from an unconscious or stunned creature. The yagnoloth places its head against the victim’s flesh as a swift action. For each full round the yagnoloth remains in contact, the victim gains 1d4 negative levels; this is a full round action for the yagnoloth. To remove each negative level the Fort save DC is 18 (Cha-based).
Spell-Like Abilities: At will — deeper darkness, see invisibility; 3/day - fear (30' cone, Will DC 17), shocking grasp (1d8+10), teleport without error (self plus 50 pounds of objects only). Caster level 10 (as HD); save DC 13 + spell level (Cha-based).
Stunning Blow (Ex): Any creature struck by a yagnoloth’s massive arm must make a Fort save (DC 25, Str-based) or be stunned for 1 round. The 'loth can begin an Energy Drain attack against such a stunned foe as a swift action. The stunned foe will not recover before the drain can happen, if the 'loth spends its full round action energy draining the next round.
Muscular Arm (Ex): A yagnaloth’s larger arm functions as a primary natural weapon, even when it is used to make secondary attacks. This ability negates any secondary attack penalty and allows the yagnaloth its full Strength bonus with its slam, whether the attack is primary or secondary.
Yugoloth Traits: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 10. Yugoloths can communicate telepathically with any creature within 100 feet that has a language. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
Advancement: Increase SR by 1 for each class level, and by 1 for every 2 racial HD above 10.
Large Outsider (Evil, Yugoloth)
Hit Dice: 10d8+40 (85 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
Base Attack/Grapple: +10/+24
Attack: Mwk longsword +10 melee (1d10/19-20) or slam +20 melee (1d6+10 plus stunning blow)
Full Attack: Mwk longsword +10/+5 melee (1d10/19-20) and slam +20 melee (1d6+10 plus stunning blow)
Space/Reach: 10 ft./10 ft.
Special Qualities: DR 10/good, SR 25, yugoloth traits (immune to poison and acid; cold, fire, and electricity resistance 10; telepathy 100', darkvision 60')
Special Attacks: Breath weapon, energy drain, spell-like abilities, stunning blow (Fort DC 19), muscular arm
Saves: Fort +11, Ref +9, Will +9
Abilities: Str 30 (10 with smaller arm), Dex 14, Con 19, Int 15, Wis 15, Cha 16
Skills: Bluff +16, Climb +23, Concentration +17, Diplomacy +20, Intimidate +18, Jump +23, Knowledge (the planes) +15, Listen +15, Sense Motive +15, Spot +15
Feats: Ability Focus (breath weapon), Ability Focus (stunning blow), Power Attack, Weapon Focus (slam)
Climate/Terrain: Any land and underground (Gehenna)
Organization: Solitary
Challenge Rating: 9
Treasure: Standard and mwk large longsword
Alignment: Always neutral evil
Advancement: 11-30 HD (Large)
Level adjustment: +4
In the feudal-like hierarchy of Gehenna, most yagnoloths are minor lords. Each such lord rules over a territory, with vassal yugoloths at its beck and call. The rationale behind this arrangement is not clear to outsiders, since yagnoloths are neither stronger nor brighter than many of their subjects. Whatever the reason, the ruling powers of Gehenna enforce the existing order, and the yagnoloths profit from it. In fact, the yagnoloths squeeze every advantage possible from their positions, up to and including sanctioning executions of yugoloths that are considerably more physically and magically powerful than themselves, but lower in the hierarchy. Such actions are little different from what any yugoloth would do if given the opportunity.
Nonetheless, the fact that the yagnoloths’ authority exceeds their personal power has earned them a special sort of resentment. (One theory is that the ultroloths keep the yagnoloths in power to divert complaints from themselves. When a lesser yugoloth has a gripe with his superiors, as they often do, that anger is likely to be aimed at his yagnoloth lord.) No other yugoloth can pass up an opportunity to betray its yagnoloth overlord — for the right price. As a secondary effect of their despised status, yagnoloths cannot summon other yugoloths.
A few yagnoloths choose to wander rather than rule. These often either are soon killed, or go on to achieve enough combat experience and personal power that they are usually left alone to do as they want.
A yagnoloth is humanoid and stands 10 to 15 feet tall. Its hide is red and scaly; its head is small and skeletal and topped by ears resembling bats’ wings. A yagnoloth’s favored arm is enormous, thickly knotted with muscles, and long enough to drag on the ground. It uses this arm for its slam attack. The other arm appears small in comparison and is about the size of a normal human arm.
Combat
A yagnoloth attacks with both arms in melee. It typically wields a large masterwork (or better) longsword with its smaller arm, but that arm is fairly weak (Str 10) and a typical yagnoloth does not receive any Strength bonus when using it. An exceptionally strong specimen, or one whose strength is magically enhanced, could still have a Strength bonus with that arm but recieves no racial bonus to Strength with it.
Breath Weapon (Su): As a standard action, a yagnoloth can exhale a cloud of acid every 1d4 rounds. This cloud affects a 5-foot cone for 1 round. A creature in that area takes 2d6 points of acid damage (no save) and must make a Fortitude save (DC 21, Con-based) or be nauseated for 1 round. Yagnoloths are immune to this attack.
Energy Drain (Su): The yagnoloth can drain life force from an unconscious or stunned creature. The yagnoloth places its head against the victim’s flesh as a swift action. For each full round the yagnoloth remains in contact, the victim gains 1d4 negative levels; this is a full round action for the yagnoloth. To remove each negative level the Fort save DC is 18 (Cha-based).
Spell-Like Abilities: At will — deeper darkness, see invisibility; 3/day - fear (30' cone, Will DC 17), shocking grasp (1d8+10), teleport without error (self plus 50 pounds of objects only). Caster level 10 (as HD); save DC 13 + spell level (Cha-based).
Stunning Blow (Ex): Any creature struck by a yagnoloth’s massive arm must make a Fort save (DC 19, Wis-based) or be stunned for 1 round.
Muscular Arm (Ex): A yagnaloth’s larger arm functions as a primary natural weapon, even when it is used to make secondary attacks. This ability negates any secondary attack penalty and allows the yagnaloth its full Strength bonus with its slam, whether the attack is primary or secondary.
Yugoloth Traits: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 10. Yugoloths can communicate telepathically with any creature within 100 feet that has a language. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
Advancement: Increase SR by 1 for each class level, and by 1 for every 2 racial HD above 10.
New version (2022):
Yagnoloth (revised)
Large Outsider (Evil, Yugoloth)
Hit Dice: 10d8+40 (85 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
Base Attack/Grapple: +10/+24
Attack: Mwk longsword +10 melee (1d10/19-20) or slam +20 melee (1d6+10 plus stunning blow)
Full Attack: Mwk longsword +10/+5 melee (1d10/19-20) and slam +20 melee (1d6+10 plus stunning blow)
Space/Reach: 10 ft./10 ft.
Special Qualities: DR 10/good, SR 25, yugoloth traits (immune to poison and acid; cold, fire, and electricity resistance 10; telepathy 100', darkvision 60')
Special Attacks: Breath weapon, energy drain, spell-like abilities, stunning blow (Fort DC 25), muscular arm
Saves: Fort +11, Ref +9, Will +9
Abilities: Str 20 (30 with larger arm, 10 with smaller arm), Dex 14, Con 19, Int 15, Wis 15, Cha 16
Skills: Bluff +16, Climb +23, Concentration +17, Diplomacy +20, Intimidate +18, Jump +23, Knowledge (the planes) +15, Listen +15, Sense Motive +15, Spot +15
Feats: Ability Focus (breath weapon), Ability Focus (stunning blow), Power Attack, Weapon Focus (slam)
Environment: Any land and underground (Gehenna)
Organization: Solitary
Challenge Rating: 9
Treasure: Standard and mwk large longsword
Alignment: Always neutral evil
Advancement: 11-30 HD (Large)
Level adjustment: +4
A yagnoloth is humanoid and stands 10 to 15 feet tall. Its hide is red and scaly; its head is small and skeletal and topped by ears resembling bats’ wings. A yagnoloth’s favored arm is enormous, thickly knotted with muscles, and long enough to drag on the ground. It uses this arm for its slam attack. The other arm appears small in comparison and is about the size of a normal human arm.
In the feudal-like hierarchy of Gehenna, most yagnoloths are minor lords. Each such lord rules over a territory, with vassal yugoloths at its beck and call. The rationale behind this arrangement is not clear to outsiders, since yagnoloths are neither stronger nor brighter than many of their subjects. Whatever the reason, the ruling powers of Gehenna enforce the existing order, and the yagnoloths profit from it. In fact, the yagnoloths squeeze every advantage possible from their positions, up to and including sanctioning executions of yugoloths that are considerably more physically and magically powerful than themselves, but lower in the hierarchy. Such actions are little different from what any yugoloth would do if given the opportunity.
Nonetheless, the fact that the yagnoloths’ authority exceeds their personal power has earned them a special sort of resentment. (One theory is that the ultroloths keep the yagnoloths in power to divert complaints from themselves. When a lesser yugoloth has a gripe with his superiors, as they often do, that anger is likely to be aimed at his yagnoloth lord.) No other yugoloth can pass up an opportunity to betray its yagnoloth overlord — for the right price. As a secondary effect of their despised status, yagnoloths cannot summon other yugoloths.
A few yagnoloths choose to wander rather than rule. These often either are soon killed, or go on to achieve enough combat experience and personal power that they are usually left alone to do as they want.
Yagnoloths speak Abyssal, Draconic, and Infernal.
Combat
A yagnoloth attacks with both arms in melee. It typically wields a large masterwork (or better) longsword with its smaller arm, but that arm is fairly weak (Str 10) and a typical yagnoloth does not receive any Strength bonus when using it. An exceptionally strong specimen, or one whose strength is magically enhanced, could still have a Strength bonus with that arm but recieves no racial bonus to Strength with it.
Breath Weapon (Su): As a standard action, a yagnoloth can exhale a cloud of acid every 1d4 rounds. This cloud affects a 5-foot cone for 1 round. A creature in that area takes 2d6 points of acid damage (no save) and must make a Fortitude save (DC 21, Con-based) or be nauseated for 1 round. Yagnoloths are immune to this attack.
Energy Drain (Su): The yagnoloth can drain life force from an unconscious or stunned creature. The yagnoloth places its head against the victim’s flesh as a swift action. For each full round the yagnoloth remains in contact, the victim gains 1d4 negative levels; this is a full round action for the yagnoloth. To remove each negative level the Fort save DC is 18 (Cha-based).
Spell-Like Abilities: At will — deeper darkness, see invisibility; 3/day - fear (30' cone, Will DC 17), shocking grasp (1d8+10), teleport without error (self plus 50 pounds of objects only). Caster level 10 (as HD); save DC 13 + spell level (Cha-based).
Stunning Blow (Ex): Any creature struck by a yagnoloth’s massive arm must make a Fort save (DC 25, Str-based) or be stunned for 1 round. The 'loth can begin an Energy Drain attack against such a stunned foe as a swift action. The stunned foe will not recover before the drain can happen, if the 'loth spends its full round action energy draining the next round.
Muscular Arm (Ex): A yagnaloth’s larger arm functions as a primary natural weapon, even when it is used to make secondary attacks. This ability negates any secondary attack penalty and allows the yagnaloth its full Strength bonus with its slam, whether the attack is primary or secondary.
Yugoloth Traits: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 10. Yugoloths can communicate telepathically with any creature within 100 feet that has a language. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
Advancement: Increase SR by 1 for each class level, and by 1 for every 2 racial HD above 10.