Revising the Yugoloths

Cheiromancer said:
The arcanoloth can shapechange at will? That seems awfully strong. Maybe polymorph (self only) at will would be better.
That was actually one of the few things that I copied straight out of the MMII. I debated changing it, but I never got around to it.
 

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Mmm... 'loths. Mmm... .doc files. Mmm... Planescape cant.

I really can't say any more, Pants. I'm just speechless at the quality. And when I'm speechless about a monster conversion, it's a very good thing.

Keep up the excellent work.
Demiurge out.
 

demiurge1138 said:
Mmm... 'loths. Mmm... .doc files. Mmm... Planescape cant.

I really can't say any more, Pants. I'm just speechless at the quality. And when I'm speechless about a monster conversion, it's a very good thing.

Keep up the excellent work.
Demiurge out.
Thanks for the compliments. I should have the mezzoloth up tonight.
And if you want, I'll send you the .doc file when I'm done with them all :)
 

On that note... the mezzodaemon.. I mean mezzoloth!

MEZZOLOTH
Medium Outsider (Evil, Extraplanar)
Hit Dice: 8d8+40 (76 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 22 (+2 Dex, +9 natural, +1 shield), touch 12, flat-footed 20
Base Attack/Grapple: +8/+13
Attack: +1 trident +15 melee (1d8+6)
Full Attack: +1 trident +15/+10 melee (1d8+6) or +1 trident +11 ranged (1d8+6) or 2 claws +13 melee (1d4+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, spell-like abilities summon yugoloths
Special Qualities: Damage reduction 10/good or silver, darkvision 60 ft., immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, spell resistance 19, stability, telepathy 100 ft.
Saves: Fort +11, Ref +8, Will +8
Abilities: Str 21, Dex 15, Con 21, Int 8, Wis 14, Cha 16
Skills: Bluff +14, Climb +16, Intimidate +16, Jump +16, Search +18 Spot +20, Swim +16
Feats: Cleave, Power Attack, Weapon Focus (trident)
Environment: Bleak Eternity of Gehenna
Organization: Solitary, squad (4-8), or platoon (10-18 plus 1 ultroloth)
Challenge Rating: 8
Treasure: Standard plus +1 trident
Alignment: Always neutral evil
Advancement: 9-16 HD (Medium); 17-24 HD (Large)

This insect-like creature is roughly the size of a man and is covered in mottled gray chitin plate. Two large, bulbous eyes protrude from its wedge shaped head, both of which burn with intense hatred. In one clawed hand is gripped a long trident and in the other a dull, steel shield.

The mezzoloth is the common foot soldier in the yugoloths armies. However, despite their relatively low intellect, mezzoloths are fearsome foes. Their skill in melee is why they are such valued meat grinders. There are stories that circle throughout the planes of entire fiendish armies fleeing from massed battalions of mezzoloths flying into a battle rage all at the same time. Believe me cutter, seeing a horde of those buggers all foaming at the mandibles and looking for your blood is enough to make you almost call out for the Lady.
Mezzoloths stand about 5 feet tall and weigh around 350 pounds.

COMBAT

A mezzoloth’s battle plan is simple: charge, stab until dead, rinse and repeat as necessary. However, occasionally, mezzoloths will soften up their foes with a cloudkill or two and charge into the center of the cloud, attempting to cause as much damage and chaos as possible. When faced with spellcasters, they usually use a dispel magic or two and even if it doesn’t succeed, they’ll charge in anyways.
A mezzoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Rage (Ex): Twice per day, a mezzoloth can enter into a fierce battle rage that lasts for 10 rounds (3 + the mezzoloth’s newly improved Constitution modifier). This functions like a Barbarian’s Rage ability (PHB pg. 25). The following changes are in effect for as long as it rages: AC 20 (touch 10, flat-footed 18); +16 hp; hp 92; Attack +17/+12 melee (1d8+8, +1 trident); SV Fort +13, Will +10; Str 25, Con 25; Climb +18, Jump +18, Swim +18. At the end of the rage, the mezzoloth is fatigued for the duration of the encounter.
Spell-like Abilities: At will – darkness, greater teleport (self plus 50 pounds of objects only), haste, see invisibility; 2/day – cloudkill (DC 18), dispel magic. Caster level 8th. The save DC’s are Charisma based.
Stability (Ex): The clawed hooks on a mezzoloth’s feet give it a +4 bonus to avoid being tripped or bull rushed when it is standing on the ground.
Summon Yugoloths (Sp): Once per day, a mezzoloth can attempt to summon 1d3 skereloths or another mezzoloth with a 40% chance of success. This is the equivalent of a 3rd level spell.
Skills: Mezzoloths have a +8 racial bonus to Search and Spot checks.

The mezzoloth was kind of difficult to do. The MotP portrayed it as a very bland monster, just some Spell-like Abilities and the ability to summon and that's all. So, the addition of its Rage ability is my attempt at spicing it up and it also fits in with its position as the yugoloth tough soldier.
So, whaddya think?
 
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I like it! It's much more interesting, to say the least, than the "official" mezzoloth.
And yes, a .doc file after the project is complete would be wonderful.

Demiurge out.
 

The Canoloth and Dergholoth

And now... the CANOLOTH (late...) dun dun DUN. Okay, enough of the overdramatization...

CANOLOTH
Medium Outsider (Evil, Extraplanar)
Hit Dice: 6d8+24 (51 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: +6/+11
Attack: Tongue +12 melee (2d4+5 plus 1d6 acid and paralysis)
Full Attack: Tongue +12 melee (2d4+5 plus 1d6 acid and paralysis) and 2 claws +9 melee (1d6+2)
Space/Reach: 5 ft./5 ft. (20 ft. with tongue)
Special Attacks: Acidic tongue, improved grab, paralysis, spell-like abilities summon yugoloths
Special Qualities: Blindsight 60 ft., damage reduction 10/good or silver, darkvision 60 ft., immunities, immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, scent 60 ft., spell resistance 17, telepathy 100 ft.
Saves: Fort +9, Ref +6, Will +8
Abilities: Str 21, Dex 13, Con 19, Int 6, Wis 16, Cha 14
Skills: Climb +14, Hide +10, Jump +14, Listen +22, Move Silently +10, Survival +12
Feats: Improved Initiative, Multiattack, Weapon Focus (tongue)
Environment: Bleak Eternity of Gehenna
Organization: Solitary, or pack (2-8)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral evil
Advancement: 7-12 HD (Medium); 13-18 HD (Large)

Resembling an armored bulldog in appearance, this strange creature stands roughly chest high on a human. A long, barbed tongue, dripping with a foul substance, hangs from a mouth composed of both a vertical and horizontal set of jaws. Strangely, the creature possesses no eyes or visual organs that you can see.

The canoloths are the scouts and skirmishers of the yugoloths armies, yet sometimes they are used as guardians or bodyguards for more powerful yugoloths.
Canoloths stand around 4 feet tall at their back and weigh around 350 pounds.

COMBAT

Canoloths are simple but effective combatants; they locate their opponents with their scent and blindsight and attempt to paralyze it with their tongue. Occasionally, a canoloth will have a brief (read: very brief) moment of tactical intelligence and use its darkness to blind and hinder its foes. However, it will most of the time stick to its tried and true ‘tongue and chew’ tactic.
A canoloth’s natural weapons, as well as any weapons it wields (seriously…), are treated as evil-aligned for the purpose of overcoming damage reduction.
Acidic Tongue (Ex): A canoloth’s tongue is constantly coated with a dangerous, flesh dissolving acid. Those struck by its tongue attack take 1d6 points of extra acid damage.
Blindsight (Ex): A canoloth can use hearing to ascertain all foes within 60 feet as a sighted creature normally would.
Immunities: Canoloths are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Improved Grab (Ex): To use this ability, a canoloth must hit with its tongue attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold it can attempt to pull the creature to its mouth in the same round by making a strength check. A creature that gets pulled into its mouth takes 1d8+2 points of damage every round that the canoloth maintains the hold, in addition to normal tongue damage.
Paralysis (Ex): Those struck by a canoloth’s tongue attack must succeed at a Fortitude save (DC 17) or be paralyzed for 2d4 rounds. The save DC is Constitution based.
Spell-like Abilities: At will – darkness, fear (DC 16). Caster level 6th. The save DC’s are Charisma based.
Summon Yugoloths (Sp): Once per day, a canoloth can attempt to summon 1d3 skereloths or another canoloth with a 50% chance of success. This is the equivalent of a 3rd level spell.
Skills: A canoloth has a +10 racial bonus on Listen checks.

DERGHOLOTH
Large Outsider (Evil, Extraplanar)
Hit Dice: 8d8+32 (68 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +8/+17
Attack: Claw +13 melee (1d4+5)
Full Attack: 5 claws +13 melee (1d4+5) and mandibles +10 melee (2d6+2 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, spell-like abilities, summon yugoloths, tear
Special Qualities: All-around vision, damage reduction 5/good or silver, darkvision 60 ft., immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, spell resistance 17, stability, telepathy 100 ft.
Saves: Fort +10, Ref +9, Will +7
Abilities: Str 21, Dex 17, Con 19, Int 4, Wis 12, Cha 14
Skills: Balance +14, Climb +16, Listen +12, Spot +16, Swim +16
Feats: Dodge, Multiattack, Weapon Focus (claw)
Environment: Bleak Eternity of Gehenna
Organization: Solitary or team (2-4)
Challenge Rating: 7
Treasure: Standard coins, plus1d3 gems (100 gp in value) in gizzard
Alignment: Always neutral evil
Advancement: 9-16 HD (Large); 17-24 HD (Huge)

This 8-foot tall, insectile creature possesses a round, chitin covered body with five arms protruding from its body along with three stumpy legs. Sticking out from its wedge shaped head are a pair of sharp looking mandibles that drip with a green, viscous substance.

The dergholoths are one of the strongest types of yugoloths, however they are also one of the dumbest, lacking even the incredible intellect of the canoloths. They fill much the same roles as the mezzoloths do, but they perform it in a less orderly and effective manner. Dergholoths spend much of their existence milling about and generally being loathsome. They are usually quite proud of their milling abilities and skill at being loathsome.
A dergholoth stands roughly 8 feet tall and weighs around 450 pounds.

COMBAT

Dergholoths are straightforward opponents, using mainly their claws and mandibles to tear their opponents apart. If commanded to, they will employ their spell-like abilities, but usually only then. Dergholoths are fanatical combatants and rarely retreat from battle, thus they almost always fight to the death.
A dergholoth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
All-Around Vision (Ex): A dergholoth’s head can up to 360 degrees giving it a +4 racial bonus on Spot and Search checks and it cannot be flanked.
Improved Grab (Ex): To use this ability, the dergholoth must hit with at least 2 claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Poison (Ex): A dergholoth delivers its poison with a successful mandible attack. Anyone struck by its mandibles must make a Fort save (DC 18) or take 1d6 points of Dexterity damage. The initial and secondary damage is the same. The save DC is Constitution based.
Spell-like Abilities: At will – darkness, fear (DC 16); 2/day – deep slumber (DC 15), greater teleport ( elf plus 50 pounds of objects only); 1/day – confusion (DC 16). Caster level 8th. The save DC’s are Charisma based.
Stability (Ex): The dergholoth’s three feet make it extra hard to trip or push, giving it a +4 bonus to avoid being tripped or bull rushed.
Tear (Ex): Any creature that is pinned by a dergholoth automatically takes damage from all 5 of the dergholoth’s claw attacks every round so long as the pin is maintained.
Summon Yugoloths (Sp): Once per day, a dergholoth can attempt to summon 1d3 skereloths or another dergholoth with a 40% chance of success. This is the equivalent of a 4th level spell.

Does this look like a CR 7? Its damage output looks pretty high, so I'm not too sure...
 
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Very nice work. Again. The dergholoth does have good damage output, but it's AC isn't that great. I would consider upping it to a CR 8, maybe.

I love the new canoloth. It's actually worth more than cannon-fodder for mid-level groups.

Demiurge out.
 

demiurge1138 said:
Very nice work. Again. The dergholoth does have good damage output, but it's AC isn't that great. I would consider upping it to a CR 8, maybe.

I love the new canoloth. It's actually worth more than cannon-fodder for mid-level groups.

Demiurge out.
I'm just going to keep the derghy at CR 7. It will occupy the 'upper tier' of the CR that most of the devils seem to occupy.

On a completely different note...


HYDROLOTH
Large Outsider (Evil, Extraplanar)
Hit Dice: 11d8+66 (115 hp)
Initiative: +9
Speed: 40 ft. (8 squares), swim 60 ft.
Armor Class: 24 (-1 size, +5 Dex, +10 natural), touch 14, flat-footed 19
Base Attack/Grapple: +11/+16
Attack: Claw +15 melee (2d6+5)
Full Attack: 2 claws +15 melee (2d6+5) and bite +13 melee (1d10+2 plus energy drain)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, energy drain, improved grab, leap, rake 2d6+5, spell-like abilities, summon elemental, summon yugoloths
Special Qualities: Amphibious, damage reduction 10/good, darkvision 60 ft., immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, spell resistance 21, styx immunity, telepathy 100 ft.
Saves: Fort +13, Ref +12, Will +11
Abilities: Str 21, Dex 21, Con 23, Int 8, Wis 18, Cha 16
Skills: Bluff +17, Hide +19, Intimidate +19, Listen +18, Move Silently +19, Spot +18, Swim +19
Feats: Cleave, Improved Initiative, Multiattack, Power Attack
Environment: Bleak Eternity of Gehenna
Organization: Solitary, gang (2-8), or mob (4-16)
Challenge Rating: 11
Treasure: Standard coins
Alignment: Always neutral evil
Advancement: 11-20 HD (Large); 21-30 HD (Huge)

This large frog-like creature stands almost 10 feet tall with a pair of powerfully built arms ending in vicious claws. Connecting its arms to its torso is a strange, fleshy membrane that could be used for short bursts of flight.

The hydroloths live somewhat outside the normal hierarchies of yugoloths armies, in that they live in and patrol the River Styx, exclusively. Hydroloths can be found nearly anywhere in the Lower Planes, from Pandemonium to Acheron, however most of them are found on Gehenna or Hades. There are some rumors that say that the ultroloths use the hydroloths as spies in the Blood War. However, this information is highly dubious, given the general intellect of the average hydroloth.
Hydroloths are around 10 feet tall and weight 1,800 pounds.

COMBAT

Hydroloths usually open up combat by summoning an elemental and then using their breath weapon. They are straightforward combatants, however they are very cunning and will often set up ambushes along the Styx. Usually, they will try to surprise their opponents by pushing them in the water. They will then jump in and finish them off while the Styx water’s effects wipe their memories.
A hydroloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Amphibious (Ex): Hydroloths can breathe both air and water and can survive out of water indefinitely.
Breath Weapon (Su): As a standard action, once every 2d4 rounds, a hydroloth can expel a 30-foot line of boiling water from its mouth, dealing 4d6 points of damage with a Reflex save (DC 21) for half. Half of this damage is fire damage and the other half comes from the fiendish powers of the hydroloth. The save DC is Constitution based.
Energy Drain (Su): Living creatures hit by a hydroloth’s bite attack gain one negative level. The DC is 21 to remove the negative level. For each such negative level bestowed, the hydroloth gains 5 temporary hit points. The save DC is Constitution based.
Improved Grab (Ex): To use this ability, the hydroloth must hit with at least 2 claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Leap (Ex): If a hydroloth charges a foe, it can make a full attack, including two rake attacks. A hydroloth also gains two rake attacks while swimming.
Rake (Ex): Attack bonus +15, damage 2d6+5
Spell-like Abilities: At will – create water, darkness, greater teleport (self plus 50 pounds of objects only); 2/day – dimension door. Caster level 11th. The save DC’s are Charisma based.
Styx Immunity: Hydroloths are totally immune to the memory loss effects of the River Styx. They are, however, susceptible to other memory altering spells or effects.
Summon Elemental (Sp): Once per day, a hydroloth can automatically summon one large water elemental. This is the equivalent of a 5th level spell.
Summon Yugoloths (Sp): Once per day, a hydroloth can attempt to summon another hydroloth with a 30% chance of success. This is the equivalent of a 5th level spell.
Skills: A hydroloth has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the use the run action while swimming, provided it swims in a straight line.
 

Hi Pants!

Just wanted to say great work! I find these much more interesting than those found in Manual of the Planes! I especially like the Ultroloth and the Nycaloth. Just hope that my PCs will reach high enough level so that I can send one of these baddies at them ;)

Keep up the good work!
 

Sertimon said:
Hi Pants!

Just wanted to say great work! I find these much more interesting than those found in Manual of the Planes! I especially like the Ultroloth and the Nycaloth. Just hope that my PCs will reach high enough level so that I can send one of these baddies at them ;)

Keep up the good work!
Only 15 minutes until the end of Talk Like a Pirate Day..

[pirate]Yar, thankee Sert'mon for yer undue compliments. [/pirate]
There's only so much pirate talk that a man can take before a parrot grows out of your shoulder and one of your legs turns into a 2-by-4.

Just doing some general editing right now. I'll probably be done with the Piscoloth tomorrow and then (hopefully) I'll get my original yugoloth creations up.
 

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