Sharner Kobold Sharner Kobold

 

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Yugoloth (CR 5-6)

Yugoloth, Hydroloth

Large Outsider (Aquatic, Evil, Extraplanar, Yugoloth)

Hit Dice: 7d8+28 (59 hp)

Initiative: +1

Speed: 30 ft. (6 sq.), swim 90 ft.

AC: 18 ( +1 Dex, -1 size, +8 natural), touch 10, flat-footed 17

Base Attack/Grapple: +7/+14

Attack: Claw +10 melee (1d8+3), or spit +8 ranged touch (1d8 acid plus poison)

Full Attack: 2 claws +10 melee (1d8+3) and one bite + 6 melee (2d6+1), or spit +8 ranged touch (1d8 acid plus poison)

Special Attacks: Poison, pounce, rake 1d4+3, spell-like abilities, summon water elemental, summon yugoloth

Special Qualities: Amphibious, damage reduction 5/good, patagia, darkvision 60 ft., immunity to poison and acid, resistance to cold 10, fire 10 and electricity 10, sheltered memories, SR 19, telepathy 100 ft.

Space/Reach: 10 ft./ 10 ft.

Saves: Fort +9, Ref +6, Will +6

Abilities: Str 17, Dex 13, Con 18, Int 10, Wis 12, Cha 13

Skills: Climb +10, Hide +11, Intimidate +11, Jump +13, Knowledge (the planes) +10, Listen +11, Move Silently +11, Spot +11, Survival +11 (+13 on other planes), Swim +11, Tumble +1 (+11 controlling falls)

Feats: Improved Initiative, Power Attack, Weapon Focus (Bite)

Climate/Terrain: Bleak Eternity of Gehenna

Organization: Solitary, school (3-6), or squad (3 – 12 plus 1 – 3 piscoloths or marraenoloths )

Challenge Rating: 5

Treasure: Standard

Alignment: Always neutral evil

Advancement: 8 – 13 HD (Large); 14 – 21 HD (Huge)

Level Adjustment: +5

 

This creature resembles a huge toad walking on its hind legs, with a warty skin the color of pus. Its mouth, however, is full of sharp teeth, and between its arms and legs extend flapping skins resembling the patagia of a flying squirrel.

 

Hydroloths are the yugoloths’ spies and messengers, usually using the river Styx as a transfer route, since they are immune to its memory draining properties. Because of this relative save retreat, hydroloths tend to be cowardly and sneaky.

A hydroloth measures about 10 ft. in height and weighs approximately 400 pounds.

Hydroloths speak Abyssal, Aquan, Draconic, and Infernal.

 

Combat

Hydroloths like to attack from ambush, preferably out of some body of water. Another favored tactic is to drop on enemies from height, gliding upon them with help from their patagia. To do so, they either lurk from some elevated position or they gain height by their dimension door ability.

Poison (Ex): Spit – DC 17; initial damage: sleep for 1 minute; secondary damage: sleep for 1d6 minutes.

Pounce (Ex): A hydroloth can make a full attack directly after charging, including a rake attack.

Rake (Ex): Attack bonus +10 melee, damage 1d4+3

Spell-like Abilities: At will – cause fear (DC 12), darkness, desecrate, produce flame, see invisibility; 3/day – control water, dimension door. Caster level 7th.

Twice per day, a hydroloth can use greater teleport (self plus 50 pounds of objects only), as the spell cast by a 14th-level sorcerer.

Summon Yugoloth (Ex): Twice per day, a hydroloth can attempt to summon another hydroloth with a 50% chance of success.

Summon Water Elemental (Ex): Once per day, a hydroloth can summon one Large, two Medium, or four Small water elementals with a 100% chance of success. These elementals may possess the Fiendish Template or some Planar Template, with Plutonian, Gehennan and Baatorian being the preferred types.

Amphibious (Ex): Hydroloths can exist out of the water for no limited period of time.

Patagia (Ex): With its patagia, a hydroloth can slow down and control falls. A hydroloth never takes damage from a fall and can move up to 20 ft. horozontally for each 10 ft. of vertical fall. Furthermore, for each 10 ft. of horizontal movement, the hydroloth may change direction by up to 45°.

Due to its patagia, a hydroloth has a +10 bonus on Jump checks and on Tumble checks to control a fall.

Sheltered Memories (Ex): Hydroloths are immune to any effect that alters, changes, deletes or otherwise affects their memories, including the memory-draining properties of Styx water.

Skills: A hydroloth has a +8 racial bonus to any Swim check to perform some special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered. The yugoloth can use the run action while swimming, provided it swims in a straight line.

 

Yugoloth, Dergholoth

Large Outsider (Evil, Extraplanar, Yugoloth)

Hit Dice: 8d8+40 (76 hp)

Initiative: +6

Speed: 30 ft. (6 sq.)

AC: 24 ( +2 Dex, -1 size, +9 natural, +4 shield), touch 11, flat-footed 20

Base Attack/Grapple: +8/+17

Attack: claw +11 melee (1d4+4) or battle axe +11 melee (1d8+4 /x3)

Full Attack: 5 claws +11 melee (1d4+4); or

battle axe +11/6 melee (2d6+4 /x3) and 4 battle axes +7 melee (2d6+2/x3); or

battle axe +11/6 melee (2d6+4 /x3) and 4 claws +9 melee (1d4+2); or

battle axe +11/6 melee (2d6+4 /x3) and 3 claws +9 melee (1d4+2) and 1 battle axe +7 melee (2d6+2/x3); or

battle axe +11/6 melee (2d6+4 /x3) and 2 claws +9 melee (1d4+2) and 2 battle axes +7 melee (2d6+2/x3); or

battle axe +11/6 melee (2d6+4 /x3) and one claw +9 melee (1d4+2) and 3 battle axes +7 melee (2d6+2/x3);

Special Attacks: Gibbering, improved grab, rend 2d4+6, spell-like abilities

Special Qualities: Can’t be flanked, damage reduction 5/good, darkvision 60 ft., immunity to poison and acid, resistance to cold 10, fire 10 and electricity 10, SR 19, telepathy 100 ft.

Space/Reach: 10 ft./ 10 ft.

Saves: Fort +11, Ref +8, Will +7

Abilities: Str 19, Dex 15, Con 20, Int 6, Wis 12, Cha 8

Skills: Concentration +16, Intimidate +10, Knowledge (the planes) +9, Listen +17, Search +9, Spot +17

Feats: Alertness, Combat ReflexesB, Improved Initiative, Multiattack, Multiweapon DefenseB (see below), Multiweapon FightingB

Climate/Terrain: Bleak Eternity of Gehenna

Organization: Solitary, squad (3-8), or platoon (10 – 18 plus 1 nycaloth)

Challenge Rating: 6

Treasure: Standard

Alignment: Always neutral evil

Advancement: 9 – 14 HD (Large); 15 – 20 HD (Huge)

Level Adjustment: +6

 

This horrible being appears as a big sphere of tough, leathery flesh, carried by three short, stubby legs and topped by a grotesque insect head, that it just turned around once by 360 degrees. Five ridges set with short thorns run across the spherical body from top to bottom. Between those five gaunt but obviously strong arms are set regularly around the creatures circumference, each holding a battle axe in three-clawed hands.

 

Dergholoth are rarely seen as something else as living battle engines by other yugoloths – and by everyone else. This makes them bitter and cruel, only serving the yugoloths further. Dergholoth are stupid and usually uncaring, feeling neither joy nor regret for their actions. However, causing bloodshed often grants them some relief from their miserable existence.

A dergholoth’s body measures about 8 ft. in diameter and weighs approximately 800 pounds.

Dergholoths speak Abyssal, Draconic, and Infernal.

 

Combat

Dergholoths rarely approach their enemies themselves, waiting for them to close in instead to bring their reach and Combat Reflexes to bear for devastating attacks of opportunity. They are best employed in battles against multiple opponents, for they can attack several adjacent squares at the same time. However, they can only bring three of their arms to bear against a single square and have to aim their remaining arms to one or more other squares.

Another tactic oft used in the Blood War is to drop dergholoths by flying units or siege engines directly amidst enemy armies, using the dergholoths’ feather fall ability to survive that application.

Gibbering (Su): Once per day as a standard action a dergholoth can utter a nonsensical cluttering of their insectile jaws. Al creatures (other than yugoloths) within a 60 ft. spread must make a Will save (DC 13) or be affected as by a confusion spell for 8 rounds. This is a sonic mind-affecting compulsion effect. The save DC is Charisma based.

Improved Grab (Ex): A dergholoth that hits a single target with two or more claw attacks can start a grapple as a free action without provoking an attack of opportunity.

Rend (Ex): A dergholoth that hits a single target with two or more claw attacks can rend for 2d4+6 points of damage. A dergholoth can rend a grappled opponent as an attack against that opponent..

Spell-like Abilities: At will – cause fear (DC 10), darkness, desecrate, feather fall, produce flame; 3/day – deep slumber (DC 12). Caster level 8th.

Can’t be flanked (Ex): A dergholoth has no distinct front and back, for he is able to turn his head 360° degrees without limitations. Thus, it can divide its attention evenly among all adjacent squares.

Skills: Dergoloths gain a +4 racial bonus on Listen and Spot checks

Feats: Dergoloths gain Multiweapon Defense as a special bonus feat. This one works similar to Two-Weapon Defense, only that it grants a +1 shield bonus for each off-hand weapon the creature bears (a maximum of +4 in the case of a dergholoth). This bonus is included in the statistics block above. If fighting defensively or using the total defense action, this bonus increases to +2 for each off-hand weapon (+8 for a dergholoth!).