kinem
2014-07-10, 08:27 PM
HYDROLOTH (3.5 conversion)
Large Outsider (Evil, Yugoloth, Aquatic)
Hit Dice: 7d8+14 (45 hp)
Initiative: +1 (Dex)
Speed: 20 ft, swim 60 ft, glide 60 ft (poor)
AC: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
BAB/Grapple: +7/+13
Attack: Claw +9 melee (1d8+2) or spit +7 ranged touch (poison)
Full Attack: 2 claws +9 melee (1d8+2) and bite +6 melee (2d6+1), or spit +7 ranged touch (poison)
Space/Reach: 10'/10'
Special Attacks: Pounce, rake 1d4+1, spit, spell-like abilities, summon yugoloth
Special Qualities: Amphibious, Damage reduction 5/-, glide, immune to mind-affecting, SR 20, yugoloth traits (darkvision 60'; immune to poison and acid; cold, fire, and electricity resistance 10; telepathy 100')
Saves: Fort +7, Ref +6, Will +5
Abilities: Str 14, Dex 12, Con 15, Int 8, Wis 10, Cha 12
Skills: Hide +7, Intimidate +11, Listen +10, Move Silently +11, Search +10, Spot +11, Swim +12
Feats: Multiattack, Power Attack, Weapon Focus (claw)
Environment: Any (lower planes)
Organization: Solitary, gang (2-4), swarm (5-8), or mob (9-23)
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral evil
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level adjustment: +3
Hydroloths are the only creatures known to swim in the Styx without losing their memories.
They are squat humanoids, about 10 feet tall, with large flaps of skin under their arms. They have frog-like faces and warty, yellow skin. Their skin feels cool to the touch.
Other yugoloths have a high regard for their abilities in amphibious and underwater warfare, especially in covert and guerrilla attacks. Hydroloths use this prestige to gain power and influence: extra wealth, or a share of the mortal life forces paid for the job they do. More powerful yugoloths have the strength to force the hydroloths’ obedience, but they wisely appease these creatures’ demands.
Hydroloths speak Abyssal, Draconic, and Infernal.
COMBAT
Hydroloths gleefully attack anything they feel they can easily defeat, but are cowardly against equal or superior forces.
Before combat, a hydroloth is usually invisible, and if it can remain undetected it summons water elementals and perhaps another hydroloth prior to attacking. When combat begins, the hydroloth will use its pouncing dive or sleep poison spittle. A favorite tactic of the hydroloths is to use dimension door to gain height for a dive.
Spell-Like Abilities: At will—create water, deeper darkness, invisibility (self only, unlimited duration until it attacks), water walk; 2/day—dimension door (680'), modify memory (Will neg DC 15), summon monster VI (large 8 HD water elemental only), greater teleport (self plus 50 pounds of objects only). Caster level 7 (as HD); save DCs are Cha-based.
Glide (ex): Using its patagia (skin flaps), the hydroloth can glide. Treat this as flight, except that it cannot gain height and must descend at least 5' for every 30' traveled.
Pounce (Ex): If a hydroloth dives upon or charges a foe, it can make a full attack, including two rake attacks using its foot claws..
Rake (Ex): 2 foot claws; attack bonus +6 melee, damage 1d4+1.
Spit (Ex): +7 ranged touch attack with 20' range, once per round as a standard action (no more than 5/day); Fortitude save (DC 15, Con-based) or fall unconscious for 1d6+2 rounds.
Summon Yugoloth (Sp): Once per day, a hydroloth can attempt to summon another hydroloth with a 50% chance of success.
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 7.
Skills: Hydroloths have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.
Large Outsider (Evil, Yugoloth, Aquatic)
Hit Dice: 7d8+14 (45 hp)
Initiative: +1 (Dex)
Speed: 20 ft, swim 60 ft, glide 60 ft (poor)
AC: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
BAB/Grapple: +7/+13
Attack: Claw +9 melee (1d8+2) or spit +7 ranged touch (poison)
Full Attack: 2 claws +9 melee (1d8+2) and bite +6 melee (2d6+1), or spit +7 ranged touch (poison)
Space/Reach: 10'/10'
Special Attacks: Pounce, rake 1d4+1, spit, spell-like abilities, summon yugoloth
Special Qualities: Amphibious, Damage reduction 5/-, glide, immune to mind-affecting, SR 20, yugoloth traits (darkvision 60'; immune to poison and acid; cold, fire, and electricity resistance 10; telepathy 100')
Saves: Fort +7, Ref +6, Will +5
Abilities: Str 14, Dex 12, Con 15, Int 8, Wis 10, Cha 12
Skills: Hide +7, Intimidate +11, Listen +10, Move Silently +11, Search +10, Spot +11, Swim +12
Feats: Multiattack, Power Attack, Weapon Focus (claw)
Environment: Any (lower planes)
Organization: Solitary, gang (2-4), swarm (5-8), or mob (9-23)
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral evil
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level adjustment: +3
Hydroloths are the only creatures known to swim in the Styx without losing their memories.
They are squat humanoids, about 10 feet tall, with large flaps of skin under their arms. They have frog-like faces and warty, yellow skin. Their skin feels cool to the touch.
Other yugoloths have a high regard for their abilities in amphibious and underwater warfare, especially in covert and guerrilla attacks. Hydroloths use this prestige to gain power and influence: extra wealth, or a share of the mortal life forces paid for the job they do. More powerful yugoloths have the strength to force the hydroloths’ obedience, but they wisely appease these creatures’ demands.
Hydroloths speak Abyssal, Draconic, and Infernal.
COMBAT
Hydroloths gleefully attack anything they feel they can easily defeat, but are cowardly against equal or superior forces.
Before combat, a hydroloth is usually invisible, and if it can remain undetected it summons water elementals and perhaps another hydroloth prior to attacking. When combat begins, the hydroloth will use its pouncing dive or sleep poison spittle. A favorite tactic of the hydroloths is to use dimension door to gain height for a dive.
Spell-Like Abilities: At will—create water, deeper darkness, invisibility (self only, unlimited duration until it attacks), water walk; 2/day—dimension door (680'), modify memory (Will neg DC 15), summon monster VI (large 8 HD water elemental only), greater teleport (self plus 50 pounds of objects only). Caster level 7 (as HD); save DCs are Cha-based.
Glide (ex): Using its patagia (skin flaps), the hydroloth can glide. Treat this as flight, except that it cannot gain height and must descend at least 5' for every 30' traveled.
Pounce (Ex): If a hydroloth dives upon or charges a foe, it can make a full attack, including two rake attacks using its foot claws..
Rake (Ex): 2 foot claws; attack bonus +6 melee, damage 1d4+1.
Spit (Ex): +7 ranged touch attack with 20' range, once per round as a standard action (no more than 5/day); Fortitude save (DC 15, Con-based) or fall unconscious for 1d6+2 rounds.
Summon Yugoloth (Sp): Once per day, a hydroloth can attempt to summon another hydroloth with a 50% chance of success.
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 7.
Skills: Hydroloths have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.