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The Demented One
2008-06-21, 10:32 PM
Shagoloth
Size/Type: Large Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 2d8-2 (7 hp)
Initiative: -2
Speed: 30 ft. (6 squares)
Armor Class: 13 (-1 size, -1 Dex, +5 natural), touch 8, flatfooted 13
Base Attack/Grapple: +2/+11
Attack: Bite +6 melee (1d10+5)
Full Attack: Bite +6 melee (1d10+5) and 2 Slams +1 melee (1d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Death throes
Special Qualities: Darkvision 60 ft., immunity to acid and poison,
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 20, Dex 6, Con 8, Int –, Wis 8, Cha 1
Skills: –
Feats: Power AttackB
Environment: Gehenna
Organization: Solitary, platoon (5-10), or legion (12-25)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral Evil
Advancement: 3-8 HD (Large)
Level Adjustment: –

Shagoloths are servitor yugoloths, created for the specific purpose of serving as disposable mercenaries. They are superhumanly strong, capable of great feats of strength, but also pathetically weak, easily dispatched with a single blow. The end result is a mercenary force that is tremendously powerful and must be replaced almost daily, spelling high profits for the yugoloths. Shagoloths stand ten feet tall, and have powerful, muscular limbs. Their chests, however, are literally nothing more than a ribcage with a thin covering of skin and muscle over the bones, leaving the Shagoloth’s innards perfectly visible. Shagoloths are unintelligent, being lobotomized en masse immediately upon their creation, but will follow any orders given to them by their master, employer, or summoner.

Death Throes (Ex)
When killed, a Shagoloth bursts into a cloud of acid, dealing 1d8 acid damage to all creatures within 5 ft. of it. A DC 10 Reflex save halves the damage. The save is Constitution-based.

The Demented One
2008-06-21, 10:34 PM
Ekaloth
Size/Type: Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+5 natural), touch 10, flatfooted 13
Base Attack/Grapple: +2/+1
Attack: Bite +1 melee (1d8-1)
Full Attack: Bite +1 melee (1d8-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Word of maleficence
Special Qualities: Darkvision 60 ft., immunity to acid and poison, resistance to cold 5, electricity 5, and fire 5, telepathy 100 ft.
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 8, Dex 10, Con 12, Int 18, Wis 12, Cha 16
Skills: Bluff +8, Concentration +6, Decipher Script +8, Diplomacy +8, Gather Information +8, Intimidate +8, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (The Planes) +8, Sense Motive +6, Spellcraft +8, Use Magic Device +8
Feats: Ability Focus (Word of Maleficence)
Environment: Gehenna
Organization: Solitary, Pair, or Escort (1-4 Shagaloths and 1 Ekaloth)
Challenge Rating: 2
Treasure: Standard
Alignment: Always Neutral
Advancement: 3-5 HD (Medium), 6-9 HD (Large)
Level Adjustment: +3

Yugoloths put a high price on knowledge and secret lore, going to great lengths to gain and preserve it. Rumor has it that they keep a grand library of dark secrets the size of some mortal worlds within their hellish plane. While none have seen this library save the yugoloths, planar scholars say that the Ekaloths are proof of its existence. Chant has it that the Ekaloths are librarians and curators of those daemonic archives. Ekaloths are rarely encountered, and almost always are found attempting to steal or obtain a book, tome, or other repository of secrets, leading to the belief that they only leave their library in order to seek out more information. Ekaloths stand at about six feet tall, but hunch over, appear much shorter. They seem squat and obese, and their heads are mounds of flesh dominated by a massive mouth, and no other features. In it squirms a prehensile, snake-like tongue tipped by a single eye, which Ekaloths use to see with.

Word of Maleficence (Su)
An Ekaloth can invoke a number of curses with a single word. As a standard action, an Ekaloth can use its word of maleficence against a single creature that can hear it within 30 ft. That creature may attempt a Will save, DC 16, to negate this ability. The save is Charisma-based. Once an Ekaloth has used one particular word of maleficence, it cannot use that particular word for 5 rounds, though it can still use the other words normally. The abilities an Ekaloth can use with word of maleficence are:

Word of Impotence: A creature cursed by the word of impotence takes a -1 penalty on all attack rolls, saves, skill checks, and ability checks for the rest of the encounter. The penalties from multiple uses of this word are not cumulative.

Word of Shadows: A creature cursed by the word of shadows takes a -2 penalty to a single ability score of the Ekaloth’s choice. The penalties from multiple uses of this word are not cumulative, but an Ekaloth can give the same creature multiple penalties to different ability scores.

Word of Torment: A creature cursed by the word of torment takes 1d6 damage, and takes an additional point of damage each round for the rest of the encounter, or until it receives at least 1 point of magical healing.

The Demented One
2008-06-21, 10:40 PM
Gogoloth
Size/Type: Small Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 30 ft. (good)
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flatfooted 13
Base Attack/Grapple: +3/+0
Attack: Talons +6 melee (1d4+1)
Full Attack: Talons +6 melee (1d6+1) and 2 Wings +1 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Control shadows, scheme in darkness
Special Qualities: Darkvision 60 ft., immunity to acid and poison, resistance to cold 5, fire 5, and electricity 5
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 12, Dex 14, Con 12, Int 16, Wis 12, Cha 8
Skills: Bluff +5, Hide +12, Intimidate +5, Knowledge (History) +9, Knowledge (The Planes) +9, Listen +7, Move Silently +8, Search +9, Sense Motive +8, Spot +8, Survival +8
Feats: Weapon Finesse, Combat Reflexes
Environment: Gehenna
Organization: Solitary, pair, or flight (4-10)
Challenge Rating: 2
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: 4-7 HD (Small), 8-12 HD (Medium)
Level Adjustment: +3 (cohort)

Gogoloths are servitor yugoloths, biothaumaturgically manufactured en masse to serve as scouts and spies. While often sold out for mercenary work, many yugoloth lords retain a flight of Gogoloths for their own personal service. Despite their low status in the daemonic order, Gogoloths are extremely intelligent, and often make plots and schemes to rival their masters in complexity. Gogoloths look like daemonic hawks, bird-like in form but covered in scales instead of feathers, and with bat-like, leathery wings. They have no heads–instead, a single huge, luminous eye is perched at the end of their neck, constantly surveying their surroundings.

Control Shadows (Su)
Gogoloths have power over shadows and darkness, and are able to manipulate it in many ways. As a standard action, a Gogoloth can control shadows in one of the following ways. Once an Gogoloth has used one particular form of control shadows, it cannot use that particular form for 5 rounds, though it can still use the other forms normally.

Invoke Shadows: By invoking shadows, a Gogoloth can fill a single 10 ft. by 10 ft. square within 30 ft. of it with magical darkness, as the darkness spell, caster level 3rd. The darkness lasts for 5 rounds. A Gogoloth can see normally in the darkness it creates with this form of control shadows.

Shadow Jump: By shadow jumping, a Gogoloth can teleport up to 50 ft., as long as either its starting point or destination is in shadows or magical darkness.

Shadow Puppet: Gogoloths can create shadow puppets to serve as decoys. This form of control shadows functions like the mirror image spell, except only one duplicate is created. The shadow puppet lasts for 5 rounds or until it is attacked.

Scheme in Darkness (Ex)
In the shadows of Gehenna, the Gogoloths are ever plotting, devising grand and intricate schemes. Once per day, as an immediate action, a Gogoloth can announce an event or action performed by its enemies to be part of its scheme in darkness, revealing that it has nefariously manipulated them and seen the result of their actions. At any point in the same encounter, Gogoloth may apply a +3 scheme bonus to a single dice roll.

The Demented One
2008-06-21, 10:42 PM
Oxaloth
Size/Type: Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 3d8+9 (22 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 10 ft. (poor)
Armor Class: 16 (+5 Dex, +1 natural), touch 15, flatfooted 11
Base Attack/Grapple: +3/+5
Attack: Slam +8 melee (1d6+2 plus poison)
Full Attack: 2 Slams +8 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, sneak attack +1d6
Special Qualities: Darkvision 60 ft., immunity to acid, critical hits, and poison, resistance to cold 5, electricity 5, and fire 5, telepathy 100 ft.
Saves: Fort +6, Ref +8, Will +5
Abilities: Str 14, Dex 20, Con 16, Int 8, Wis 14, Cha 8
Skills: Balance +11, Climb +8, Hide +11, Jump +8, Move Silently +11, Sleight of Hand +6, Tumble +6
Feats: Ability Focus (Poison), Weapon Finesse
Environment: Gehenna
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: By class level (Favored class: Rogue)
Level Adjustment: +4

Oxaloths are yugoloths composed of thousands of insects, brought together to form a single body united by a daemonic hive mind. They are notably not swarms–the insects form a single coherent body. Oxaloths are said to have originally been incorporeal spirits who made a pact with certain primordial beings, older than the Tanar’ri, that dwelt in the Abyss, and thereby gained their bodies. Oxaloths are humanoid in form, but their bodies are made up of worms, beetles, hornets, and other insects. They possess a deadly venom, making them effective and efficient assassins and mercenaries.

Poison
An Oxaloth’s slam attack delivers a potent, insect-derived venom. The poison has a save DC of 16, and deals 1d4 Constitution damage and 1d4 Strength damage as its primary and secondary damage. The save is Constitution-based.

The Demented One
2008-06-21, 10:44 PM
Arcaloth
Size/Type: Huge Outsider (Evil, Extraplanar, Yugloth)
Hit Dice: 8d8+24 (60 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 9, flatfooted 15
Base Attack/Grapple: +8/+24
Attack: Bite +14 (2d6+8)
Full Attack: Bite +14 (2d6+8) and 2 Claws +9 melee (1d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, frightful presence
Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to acid and poison, resistance to cold 20, electricity 20, and fire 20, telepathy 100 ft.
Saves: Fort +9, Ref +7, Will +8
Abilities: Str 26, Dex 12, Con 16, Int 4, Wis 14, Cha 18
Skills: Hide +4, Listen +13, Move Silently +12, Spot +13, Tumble +12
Feats: Power Attack, Improved Bull Rush, Awesome Blow
Environment: Gehenna
Organization: Solitary or Pack (2-6)
Challenge Rating: 7
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: 9-15 HD (Huge), 16-25 HD (Gargantuan)
Level Adjustment: –

Arcaloths are the elites of the servitor yugoloth line. When the armies of the Blood War need heavy force, the yugoloths are always offer a pack of Arcaloths at a reasonable price. With their brute strength, acidic breath, and frightening presence, a single Arcoloth can easily dominate a battlefield with minimal support. Arcaloths bear some resistance to sea creatures like sharks or leviathans, though they are terrestrial–they are said to be built light a cross between a tiger, a shark, and a dragon, with a wide mouth full of vicious teeth.

Breath Weapon (Su)
As a standard action, a Arcaloth can breath out a 45 ft. cone of acidic gas, dealing 8d6 acid damage to all creatures caught in it, Reflex DC 17 half. The save is Consitution-based. Once an Arcaloth has used its breath weapon, it must wait 5 rounds before it can use it again.

Frightful Presence
An Arcaloth can inspire terror by charging or attacking. Affected creatures must succeed on a DC 18 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the Arcaloth. The save DC is Charisma-based.