Guardian Yugoloth, Least
Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 6d8+24 (51 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 17 (+7 Natural), touch 10, flat-footed 17
Base Attack/Grapple: +6/+10
Attack: Claw +10 melee (1d4+4)
Full Attack: 2 Claws +10 melee (1d4+4) and 1 Bite +5 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath Weapon
Special Qualities: Yugoloth traits, Immunities, Polyglot, Tied to Area
Saves: Fort +9, Ref +5, Will +8
Abilities: Str 19, Dex 10, Con 19, Int 10, Wis 16, Cha 14
Skills: Bluff +8, Concentration +10, Diplomacy +8, Hide +8, Intimidate +8, Knowledge (Arcana) +6, Knowledge (the Planes) +6, Listen +11, Search +8, Sense Motive +11, Spot +11
Feats: Ability Focus (Breath Weapon), Alertness, Improved Initiative
Environment: Any (Gehenna)
Organization: Solitary
Challenge Rating: 4
Treasure: Standard (but see below)
Alignment: Always Neutral Evil
Advancement: 7-9 HD (Medium), 10-18 HD (Large)
Level Adjustment: ---

"Does no one ever learn that you always get burned with Fiends?"

"These ain't Devils. They're magical talkin' bears."

"Oh we have bad news for you sunshine."

Least Yugoloths are hairy humanoids with taloned hands and horned, frog-like heads. Guardian Yugoloths are on punishment, loaned out on assignment to mortals as guards. It's kind of a boring existence when adventurers aren't around, and they hate it.

Breath Weapon (Su): 3/day the Yugoloth can breathe a 30 ft. Cone of fire doing 3d6 fire damage. Opponents can make a DC 19 Reflex Save to only take half damage.

Immunities: Guardians are immune to Acid, Poison, Polymorph and Mind-Affecting Effects. Least Yugoloths are also immune to one of the following types of damage: Bludgeoning, Cold, Electricity, Fire, Piercing, Slashing or Sonic.

Polyglot (Ex): Guardian Yugoloths speak and understand all languages.

Tied to Area (Su): Guardian Yugoloths cannot move more than 270 feet from the location they have been set to guard. If they try they are teleported back to a random location within their assignment.

Combat: Guardian Yugoloths open up with their fire unless it would damage their charge. In that case they wade in and begin swinging after sounding the alarm.


Guardian Yugoloth, Lesser
Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 8d8+32 (68 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 20 (+1 Dex, +9 Natural), touch 11, flat-footed 19
Base Attack/Grapple: +8/+14
Attack: Claw +14 melee (1d6+6)
Full Attack: 2 Claws +14 melee (1d6+6) and 1 Bite +9 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath Weapon
Special Qualities: Yugoloth traits, Immunities, DR 10/Magic, Polyglot, Tied to Area
Saves: Fort +10, Ref +7, Will +9
Abilities: Str 22, Dex 12, Con 19, Int 12, Wis 16, Cha 14
Skills: Bluff +10, Concentration +12, Diplomacy +10, Hide +9, Intimidate +10, Knowledge (Arcana) +9, Knowledge (the Planes) +9, Listen +14, Search +9, Sense Motive +11, Spot +14
Feats: Ability Focus (Breath Weapon), Alertness, Improved Initiative
Environment: Any (Gehenna)
Organization: Solitary
Challenge Rating: 6
Treasure: Standard (but see below)
Alignment: Always Neutral Evil
Advancement: 9-12 HD (Medium), 13-24 HD (Large)
Level Adjustment: ---

Lesser Yugoloths are hairy humanoids with taloned hands and horned, ape or boar-like heads.

Breath Weapon (Su): 3/day the Yugoloth can breathe a 30 ft. Cone of fire doing 5d6 fire damage. Opponents can make a DC 20 Reflex Save to only take half damage.

Immunities: Guardians are immune to Acid, Poison, Polymorph and Mind-Affecting Effects. Lesser Yugoloths are also immune to one of the following types of damage: Bludgeoning, Cold, Electricity, Fire, Piercing, Slashing or Sonic.

Polyglot (Ex): Guardian Yugoloths speak and understand all languages.

Tied to Area (Su): Guardian Yugoloths cannot move more than 270 feet from the location they have been set to guard. If they try they are teleported back to a random location within their assignment.

Combat: Guardian Yugoloths open up with their fire unless it would damage their charge. In that case they wade in and begin swinging after sounding the alarm.


Guardian Yugoloth, Greater
Large Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 10d8+40 (85 hp)
Initiative: +6
Speed: 30 ft. (6 squares), Fly 30 ft. (Clumsy)
Armor Class: 22 (-1 Size, +2 Dex, +11 Natural), touch 11, flat-footed 20
Base Attack/Grapple: +10/+24
Attack: Claw +19 melee (1d8+10)
Full Attack: 2 Claws +19 melee (1d8+10) and 1 Bite +14 melee (2d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath Weapon, Suggestion
Special Qualities: Yugoloth traits, Immunities, DR 10/Magic, SR x, Polyglot, Tied to Area
Saves: Fort +11, Ref +9, Will +13
Abilities: Str 30, Dex 14, Con 19, Int 14, Wis 18, Cha 16
Skills: Bluff +13, Concentration +14, Diplomacy +13, Hide +12, Intimidate +13, Knowledge (Arcana) +12, Knowledge (the Planes) +12, Listen +14, Search +12, Sense Motive +12, Spot +14
Feats: Ability Focus (Breath Weapon), Alertness, Improved Initiative, Iron Will
Environment: Any (Gehenna)
Organization: Solitary
Challenge Rating: 9
Treasure: Standard (but see below)
Alignment: Always Neutral Evil
Advancement: 11-15 HD (Medium), 16-30 HD (Large)
Level Adjustment: ---

Greater Guardian Yugoloths are large bears with batlike wings, taloned hands and ram's horns.

Breath Weapon (Su): 3/day the Yugoloth can breathe a 30 ft. Cone of fire doing 7d6 fire damage. Opponents can make a DC 21 Reflex Save to only take half damage.

Suggestion (Sp): Greater Guardian Yugoloths may cast Suggestion at will as a Spell-Like Ability a Swift Action.

Immunities: Guardians are immune to Acid, Poison, Polymorph and Mind-Affecting Effects. Greater Yugoloths are also immune to two of the following types of damage: Bludgeoning, Cold, Electricity, Fire, Piercing, Slashing or Sonic.

Polyglot (Ex): Guardian Yugoloths speak and understand all languages.

Tied to Area (Su): Guardian Yugoloths cannot move more than 270 feet from the location they have been set to guard. If they try they are teleported back to a random location within their assignment.

Combat: Guardian Yugoloths open up with their fire unless it would damage their charge. In that case they wade in and begin swinging after sounding the alarm. Greater Guardians also rely on their Suggestion ability to create issues.