Torqueoloth
Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 12d8 (54 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 28 (+3 Dex, +15 Natural), touch 13, flat-footed 25
Base Attack/Grapple: +12/+12
Attack: Slam +12 melee (1d4 plus Pain)
Full Attack: 2 Slams +12 melee (1d4 plus Pain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-Like Abilities, Spells, Summon Yugoloth, Pain Touch
Special Qualities: DR 15/Magic, Immunities, Energy Resistance 20 (Cold, Fire, Electricity), Yugoloth traits, SR 28
Saves: Fort +8, Ref +11, Will +14
Abilities: Str 11, Dex 16, Con 11, Int 17, Wis 18, Cha 20
Skills: Bluff +15, Concentration +15, Diplomacy +21, Gather Information +17, Heal +18, Intimidate +22, Knowledge (Arcana, Local, Nobility) +18, Profession (Torturer) +15, Sense Motive +15, Spellcraft +17, Use Rope +15
Feats: Combat Casting, Greater Spell Focus (Necromancy), Improved Initiative, Iron Will, Spell Focus (Necromancy)
Environment: Any
Organization: Solitary, Pair, or House (5-10)
Challenge Rating: 17
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: 13-24 HD (Medium)
Level Adjustment: ---
The Torqueoloth are tall, thin humanoid figures completely wrapped in black leather. Even their heads are covered making them appear completely faceless. Sadists to the core the Torqueoloth have become torturers and interrogators for hire since leaving their home plane. They are also odd pranksters, goosing unsuspecting people with their pain touch, raiding their food pantries, and dying their pets a bright pink color. Even the other Yugoloths find them to be odd ducks. Potential customers should be aware that having them around is problematic as they like to get into a lot of trouble, plus they tend to go off on tangents when interrogating subjects because they get bored asking the same questions over and over.
Spell-Like Abilities (Sp): At Will: Bonefiddle (spell compendium), Mark of the Outcast (Spell Compendium), Binding Chain of Fate (City of Splendors: Waterdeep), Infestation of Maggots (Spell Compendium), Stolen Breath (spell compendium), Deathwatch, Boiling Blood (Complete Mage), Wave of Pain (Book of Vile Darkness). 1/day: Finger of Agony (Complete Mage), Magic Circle Against Good. Caster level 12th. The save DCs are Charisma-based.
Spells: A Torqueoloth casts spells as a 12th Level Dread Necromancer.
Summon Yugoloth (Sp): Once per day a Torqueoloth can attempt to summon another Torqueoloth with a 40% chance of success. This ability is the equivalent of a 4th-level spell.
Pain Touch (Su): At will the Torqueoloth can make a melee touch attack. If the opponent fails a DC 21 Willpower Save (Save DC is Cha based) it takes a -4 penalty on attack rolls, skill checks, willpower saves, and ability checks for 1d4 rounds. The Torqueoloth may also use this ability with a successful Slam attack.
Immunities (Ex): The Torqueoloth are immune to Acid and Poison, as well as any powers, spells or effects that simulate pain such as Symbol of Pain, Wracking Touch, etc.
Combat: Torqueoloth are surprisingly willing to fight despite not being traditional combatants. They generally rely on their spells and SLA's, and using Pain Touch to disable anyone getting up close.
Torqueoloth
"Okay Jim, I've been here before. Forget the official lists, they're traps. We're staying at an inn called The Dead Sparrow, and our first order of business is to contact the law firm of 'Just Try Suing Us You Bastards'."
Cuckoo For Cocoa Puffs
"Heads up, Fiend approaching."
"Welcome to the Pit. My name is Horny Jim, and I'll be assisting your prosecutor. Sure you don't want to confess now and save us all the time and trouble?"
"No such luck I'm afraid."
"Goodie goodie gum drops!"
"Is it elgal to discuss the case with us before we choose an attorney?"
May Enjoy Pain A Little Too Much
"Yes."
"We decline the right to cooperate."
"The right to what?"
"You Gnomes are never any fun."
Boiling Blood
2nd Level Transmutation
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 Minute
Choose one living creature within the spells range (it must be a creature that has blood), and it must make a Constitution Save each round at the beginning of your turn or take 2d4 Fire damage that ignores Damage Resistance. If the target rolls a 1 on the Saving Throw, it is also Poisoned for 1 round.
Bonefiddle
2nd Level Necromancy
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (miniature fiddle)
Duration: Concentration, up to 1 Minute
A ghostly fiddle sinks into the body of one target within range, which must have a skeleton. It must make a Constitution Save each round at the beginning of your turn or take 2d4 Thunder damage that ignores Damage Resistance. The target also has Disadvantage on Dexterity (Stealth) Checks any round it fails it's Save.
Mark of the Outcast
2nd Level Necromancy (Ritual)
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (wax seal)
Duration: Instantaneous
This spell creates an indelible mark on the subject's face (or other upper body part, if the subject doesn't have a head). The mark is visible to normal vision, and darkvision. The wearer of such a mark takes Disadvantage on Charisma (Deception or Persuasion) checks and a -2 penalty to Armor Class.
The mark cannot be dispelled, but it can be removed with a dispel evil or good, remove curse, or wish spell.
Deathwatch
1st Level Necromancy
Casting Time: 1 Action
Range: Self (30 foot Cone)
Components: V, S
Duration: Concentration, up to 10 Minutes
For the duration, you can sense life within 30 feet of you. You can tell whether each creature in the spells area is alive, fragile (at 0 hp), wounded (alive, but below max hp), undead, or neither alive or dead (Constructs).
Stolen Breath
2nd Level Necromancy
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (stoppered glass vial)
Duration: instantaneous
The target of the spell has the air sucked out of it's lungs, and gains 2 Levels of Exhaustion, until it takes an Action to regain it's breath (i.e. does nothing for a turn). These levels do not stack with any Levels of Exhaustion the target may already have, and the spell has no effect on creatures who do not breathe.