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View Full Version : D&D 3.x Other gacholoth [PEACH]



kinem
2014-08-05, 08:19 PM
Gacholoth (3.5 conversion)

Medium Outsider (Evil, Yugoloth)
Hit Dice: 9d8+18 (58 hp)
Initiative: +8 (+4 Dex, +4 Improved Inititaive)
Speed: 60 ft, climb 60 ft
AC: 21 (+4 Dex, +7 natural), touch 14, flat-footed 17
BAB/Grapple: +9/+11
Attack: Claw +11 melee (2d6+2 plus 1d6 acid)
Full Attack: 2 claws +11 melee (2d6+2 plus 1d6 acid) and bite +9 melee (1d10+1)
Space/Reach: 5'/5'
Special Attacks: Frightful attack, spell-like abilities, sneak attack 2d6, summon yugoloth
Special Qualities: Damage reduction 5/good; darkvision 90'; immune to Enchantment (spells and spell-like abilities); SR 19; yugoloth traits (immune to poison and acid; cold, fire, and electricity resistance 10); telepathy 100'
Saves: Fort +8, Ref +10, Will +7
Abilities: Str 15, Dex 18, Con 15, Int 14, Wis 13, Cha 12
Skills: Bluff +13, Climb +22, Disable Device +14, Hide +16, Intimidate +13, Listen +13, Move Silently +16, Search +13, Sense Motive +13, Spot +13
Feats: Dodge, Improved Initiative, Mobility, Multiattack
Environment: Any (lower planes)
Organization: Solitary or team (2-4)
Challenge Rating: 8
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class
Level adjustment: +5

Gacholoths are the infiltrators and terrorists of the Blood War. They use their abilities to cause havoc and spread panic behind enemy lines. Because they have a reputation as traitors, they work hard to convince those they would betray that they are loyal. They might 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. Would-be masters know this, yet often believe that they can take advantage of the gacholoth for a while and then purge him before he betrays them.

Gacholoths have a roughly humanoid appearance. Their bodies are an 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 that can secrete acid. 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.

Gacholoths speak Abyssal, Draconic, and Infernal.

COMBAT

Their four powerful legs enable them to move with blinding speed on any surface, climbing walls and ceilings without hindrance. They can fight from any angle without disorientation, even hanging upside down.

A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a -5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Frightful Attack (Su): When a gacholoth first attacks, the target must make a Will save (DC 15, Cha-based) or drop all hand-held items and cower in fear for 1 round, unable to take actions. A cowering character takes a -2 penalty to Armor Class and loses his Dexterity bonus (if any); this will allow sneak attack damage for the attack. Whether or not the save was successful the target is then immune to the same gacholoth's Frightful Attack ability for 24 hours. This is a mind-affecting fear effect.

Sneak Attack (Ex): A gacholoth can sneak attack like a rogue, inflicting an additional 2d6 precision damage whenever an opponent is flanked or denied its dexterity bonus to AC.

Spell-Like Abilities: At will — contagion (Fort neg DC 15), darkness, disguise self, feather fall, magic missile, major image, produce flame, suggestion (Will neg DC 14); 1/day - mirror image (1d4+3), charm monster (Will neg DC 15), greater teleport (self plus 50 pounds of objects only). Caster level 9 (as HD); save DCs are Cha-based.

Summon Yugoloth (Sp): Once per day, a gacholoth can attempt to summon another gacholoth 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.