kinem
2014-07-29, 09:40 PM
Ultroloth (revised)
Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 15d8+75 (142 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 25 (+3 Dex, +6 natural, +6 greater mage armor), touch 13, flat-footed 22
Base Attack/Grapple: +15/+16
Attack: +1 longsword +17 melee (1d8+2/19-20) or claw +16 melee (1d4+1)
Full Attack: +1 longsword +17/+12/+7 melee (1d8+2/19-20)
or +1 longsword +15/+10/+5 melee (1d8+2/19-20) and orb of force +16 ranged touch (10d6)
or claw +14 melee (1d4+1) and orb of force +16 ranged touch (10d6)
or 2 claws +16 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hypnotic gaze, spell-like abilities, summon yugoloth, spell-like combat
Special Qualities: Damage reduction 15/good, darkvision 120', immunity to poison and acid, resistance to cold 10, fire 10, and electricity 10, spell resistance 25, telepathy 100 ft.
Saves: Fort +14, Ref +12, Will +13
Abilities: Str 13, Dex 16, Con 21, Int 16, Wis 15, Cha 19
Skills: Bluff +18, Concentration +23, Diplomacy +20, Hide +23, Intimidate +20, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +16, Move Silently +17, Perform (act) +6, Search +17, Sense Motive +16, Spellcraft +17, Spot +16, Use Magic Device +18
Feats: Combat Casting, Iron Will [B], Point Blank Shot, Precise Shot, Maximize Spell-Like Ability (CA; orb of force 3/day), Spell Focus (enchantment), Quicken Spell-like ability (ray of enfeeblement)
Environment: Any (Gehenna)
Organization: Solitary, pair, or platoon (1 plus 10–18 mezzoloths)
Challenge Rating: 15
Treasure: Standard plus +1 longsword plus robe of blending
Alignment: Always neutral evil
Advancement: 16–30 HD (Medium); 31–60 HD (Large)
Level Adjustment: +5
Dark-skinned and strange-looking by human standards, this slim figure is fearsome to behold. Its long head and bulbous eyes give its face an imposing look.
An ultroloth is a (typically robed) humanoid with an elongated head that appears featureless beyond two large eyes that can swirl with color. Its skin is a mottled dark gray. Tall and thin, an ultroloth stands 6 feet tall and weighs 160 pounds. It does have a small mouth, but when closed this is not noticable.
Ultroloths are the elite officers in yugoloth armies, leading troops and disrupting enemy plans. They rarely engage in a stand-up fight themselves, leaving such work to their minions. In the competitive environment of Gehenna, they’re frequently at one another’s throats, and they continually scheme to enhance their power.
Ultroloths have a well-deserved reputation for cruelty. They often linger over fallen foes, taunting and torturing them rather than granting them a quick death. Many wear the severed fingers of their victims on grisly necklaces. They enjoy a sort of showmanship, and this seems to motivate them even more than actual cruelty; being an evil warlord is something they can ham up without seeming out of place.
However, a small number of them choose a different path, and seek power by gaining magical items rather than by conquest. These few are generally not as evil, perhaps even neutral, and are more likely to leave Gehenna.
Ultroloths speak Abyssal, Draconic, and Infernal.
COMBAT
Ultroloths prefer to work behind ranks of mezzoloths or nycaloths, using their spell-like abilities to keep foes off balance. An ultroloth captain usually puts up blade barriers to assist front-line troops. An ultroloth engaged in serious melee almost always retreats, reasoning that it has already lost the battle at that point. Ideally, ultroloths don’t fight at all. They use invisibility to get close to their enemies, then unveil their hypnotic gaze. Once opponents are entranced, they are easy prey for the ultroloth’s other abilities.
A ultroloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
An ultroloth typically has a +1 or better equivalent magic weapon, and a robe of blending.
Hypnotic Gaze (Su): Creatures viewing the ultroloth are fascinated (Will DC 21 negates, 30' range) until the effect is broken, or until 2 rounds after the ultroloth is no longer in sight. The save DC is Charisma-based. This is a mind-affecting gaze attack and can be avoided as such. The ultroloth can also target a creature as a standard action. When the gaze is in use, the ultroloth's eyes swirl with color. The ultroloth's allies are not affected by the gaze.
Spell-Like Abilities:
At will — air walk, align weapon, control winds, deeper darkness, detect magic, detect scrying, detect thoughts (Will DC 16), dimensional anchor (+18 ranged touch), discern lies, fear (Will partial DC 18), gaseous form, greater mage armor (SpC; self only), invisibility, major image, pass without trace, passwall, prying eyes, ray of enfeeblement (+18 ranged touch), read magic, greater teleport (self plus 50 pounds of objects only), ray of exhaustion (+18 ranged touch), orb of force (SpC; +18 ranged touch, 10d6, no SR, 260' range), scrying, see invisibility, suggestion (Will DC 18);
2/day — animate objects, binding (Will DC 23), blade barrier (15d6, Reflex half DC 20), break enchantment, enervation (+18 ranged touch), lesser geas (Will DC 18), greater shout (10d6 plus stun plus deafness, Fort partial DC 22), mass suggestion (Will DC 21), prismatic spray (DC 21), solid fog, unholy aura;
Caster level 15th (as HD); DCs are Charisma-based.
Spell-like combat (Ex): The ultroloth can make a full attack with a claw or weapon and use a spell-like ability in the same round. It takes a -2 penalty on all attacks that round when doing so. The weapon or claw attacks are resolved first. It must have one hand free in order to use this ability.
Summon Yugoloth (Ex): Twice per day, an ultroloth can summon 1 yugoloth of any type that has 10 HD or less with a 100% chance of success.
Immunities (Ex): Ultroloths are immune to poison and acid.
Telepathy (Su): Ultroloths can communicate telepathically with any creature within 100 feet that has a language.
Advancement: Increase SR by 1 for each class level, and by 1 for every 2 racial HD above 15.
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Robe of Blending
When this robe is put on, the wearer intuitively knows that the garment has very special properties. A robe of blending enables its wearer to appear to be part of his surroundings. This allows him a +10 competence bonus on Hide checks. The wearer can adopt the appearance of another creature, as with the disguise self spell, at will. All creatures acquainted with and friendly to the wearer see him normally.
Moderate illusion; CL 10th; Craft Wondrous Item, disguise self; Price 30,000 gp; Weight 1 lb.
Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 15d8+75 (142 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 25 (+3 Dex, +6 natural, +6 greater mage armor), touch 13, flat-footed 22
Base Attack/Grapple: +15/+16
Attack: +1 longsword +17 melee (1d8+2/19-20) or claw +16 melee (1d4+1)
Full Attack: +1 longsword +17/+12/+7 melee (1d8+2/19-20)
or +1 longsword +15/+10/+5 melee (1d8+2/19-20) and orb of force +16 ranged touch (10d6)
or claw +14 melee (1d4+1) and orb of force +16 ranged touch (10d6)
or 2 claws +16 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hypnotic gaze, spell-like abilities, summon yugoloth, spell-like combat
Special Qualities: Damage reduction 15/good, darkvision 120', immunity to poison and acid, resistance to cold 10, fire 10, and electricity 10, spell resistance 25, telepathy 100 ft.
Saves: Fort +14, Ref +12, Will +13
Abilities: Str 13, Dex 16, Con 21, Int 16, Wis 15, Cha 19
Skills: Bluff +18, Concentration +23, Diplomacy +20, Hide +23, Intimidate +20, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +16, Move Silently +17, Perform (act) +6, Search +17, Sense Motive +16, Spellcraft +17, Spot +16, Use Magic Device +18
Feats: Combat Casting, Iron Will [B], Point Blank Shot, Precise Shot, Maximize Spell-Like Ability (CA; orb of force 3/day), Spell Focus (enchantment), Quicken Spell-like ability (ray of enfeeblement)
Environment: Any (Gehenna)
Organization: Solitary, pair, or platoon (1 plus 10–18 mezzoloths)
Challenge Rating: 15
Treasure: Standard plus +1 longsword plus robe of blending
Alignment: Always neutral evil
Advancement: 16–30 HD (Medium); 31–60 HD (Large)
Level Adjustment: +5
Dark-skinned and strange-looking by human standards, this slim figure is fearsome to behold. Its long head and bulbous eyes give its face an imposing look.
An ultroloth is a (typically robed) humanoid with an elongated head that appears featureless beyond two large eyes that can swirl with color. Its skin is a mottled dark gray. Tall and thin, an ultroloth stands 6 feet tall and weighs 160 pounds. It does have a small mouth, but when closed this is not noticable.
Ultroloths are the elite officers in yugoloth armies, leading troops and disrupting enemy plans. They rarely engage in a stand-up fight themselves, leaving such work to their minions. In the competitive environment of Gehenna, they’re frequently at one another’s throats, and they continually scheme to enhance their power.
Ultroloths have a well-deserved reputation for cruelty. They often linger over fallen foes, taunting and torturing them rather than granting them a quick death. Many wear the severed fingers of their victims on grisly necklaces. They enjoy a sort of showmanship, and this seems to motivate them even more than actual cruelty; being an evil warlord is something they can ham up without seeming out of place.
However, a small number of them choose a different path, and seek power by gaining magical items rather than by conquest. These few are generally not as evil, perhaps even neutral, and are more likely to leave Gehenna.
Ultroloths speak Abyssal, Draconic, and Infernal.
COMBAT
Ultroloths prefer to work behind ranks of mezzoloths or nycaloths, using their spell-like abilities to keep foes off balance. An ultroloth captain usually puts up blade barriers to assist front-line troops. An ultroloth engaged in serious melee almost always retreats, reasoning that it has already lost the battle at that point. Ideally, ultroloths don’t fight at all. They use invisibility to get close to their enemies, then unveil their hypnotic gaze. Once opponents are entranced, they are easy prey for the ultroloth’s other abilities.
A ultroloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
An ultroloth typically has a +1 or better equivalent magic weapon, and a robe of blending.
Hypnotic Gaze (Su): Creatures viewing the ultroloth are fascinated (Will DC 21 negates, 30' range) until the effect is broken, or until 2 rounds after the ultroloth is no longer in sight. The save DC is Charisma-based. This is a mind-affecting gaze attack and can be avoided as such. The ultroloth can also target a creature as a standard action. When the gaze is in use, the ultroloth's eyes swirl with color. The ultroloth's allies are not affected by the gaze.
Spell-Like Abilities:
At will — air walk, align weapon, control winds, deeper darkness, detect magic, detect scrying, detect thoughts (Will DC 16), dimensional anchor (+18 ranged touch), discern lies, fear (Will partial DC 18), gaseous form, greater mage armor (SpC; self only), invisibility, major image, pass without trace, passwall, prying eyes, ray of enfeeblement (+18 ranged touch), read magic, greater teleport (self plus 50 pounds of objects only), ray of exhaustion (+18 ranged touch), orb of force (SpC; +18 ranged touch, 10d6, no SR, 260' range), scrying, see invisibility, suggestion (Will DC 18);
2/day — animate objects, binding (Will DC 23), blade barrier (15d6, Reflex half DC 20), break enchantment, enervation (+18 ranged touch), lesser geas (Will DC 18), greater shout (10d6 plus stun plus deafness, Fort partial DC 22), mass suggestion (Will DC 21), prismatic spray (DC 21), solid fog, unholy aura;
Caster level 15th (as HD); DCs are Charisma-based.
Spell-like combat (Ex): The ultroloth can make a full attack with a claw or weapon and use a spell-like ability in the same round. It takes a -2 penalty on all attacks that round when doing so. The weapon or claw attacks are resolved first. It must have one hand free in order to use this ability.
Summon Yugoloth (Ex): Twice per day, an ultroloth can summon 1 yugoloth of any type that has 10 HD or less with a 100% chance of success.
Immunities (Ex): Ultroloths are immune to poison and acid.
Telepathy (Su): Ultroloths can communicate telepathically with any creature within 100 feet that has a language.
Advancement: Increase SR by 1 for each class level, and by 1 for every 2 racial HD above 15.
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Robe of Blending
When this robe is put on, the wearer intuitively knows that the garment has very special properties. A robe of blending enables its wearer to appear to be part of his surroundings. This allows him a +10 competence bonus on Hide checks. The wearer can adopt the appearance of another creature, as with the disguise self spell, at will. All creatures acquainted with and friendly to the wearer see him normally.
Moderate illusion; CL 10th; Craft Wondrous Item, disguise self; Price 30,000 gp; Weight 1 lb.