Demons/daemons/devils, New/Converted

demiurge1138

Inventor of Super-Toast
Any progress, Pants? Just curious.

Demiurge out.

Edit: I removed the previous edit and made it its own post. Why? I don't really know myself.
 
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demiurge1138

Inventor of Super-Toast
I feel a little bad for just posting a shameless bump, so I reread your work and came up with a few points of clarification/ errata.

1) The entry for cacoloths mentions that they are usually found as bodyguards for the Oinoloth and the "Altroloths". Who are they? Are they of your creation? My Planescape-fu is pretty lacking, but I've never heard of them before.

2) The malebranche has the feat Awesome Blow, but not the prerequisite Improved Bull's Rush. You should either replace one of the malebranche's feats with IBR (I recommend Great Cleave or Wingover) or make Awesome Blow a bonus feat and give it another feat (like Weapon Focus: Trident or Improved Initiative).

3) The spined devil has change self as a spell-like ability, when this spell no longer exists in 3.5. Should it have disguise self, which is that spell's de facto replacement?

Demiurge out.
 

Pants

First Post
demiurge1138 said:
1) The entry for cacoloths mentions that they are usually found as bodyguards for the Oinoloth and the "Altroloths". Who are they? Are they of your creation? My Planescape-fu is pretty lacking, but I've never heard of them before.
The Altroloths are the unique Daemons/Yugoloths that are above the Ultroloths. They are Anthraxus, Bubonix, Typhus, and a few others that I can't remember the names of. Basically, they all had diseasey names and I know they were mentioned both in 1ed and Planescape... I just can't remember where...

2) The malebranche has the feat Awesome Blow, but not the prerequisite Improved Bull's Rush. You should either replace one of the malebranche's feats with IBR (I recommend Great Cleave or Wingover) or make Awesome Blow a bonus feat and give it another feat (like Weapon Focus: Trident or Improved Initiative).

3) The spined devil has change self as a spell-like ability, when this spell no longer exists in 3.5. Should it have disguise self, which is that spell's de facto replacement?

Demiurge out.
Duly noted. Stupid spells that no longer exist... *grumble grumble*
I changed Wingover to Improved Bull Rush and changed change self to alter self.

That said... here's an update!
MANES
Small Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14
Base Attack/Grapple: +1/-2
Attack: Claw +2 melee (1d3)
Full Attack: 2 claws +2 melee (1d3) and bite +0 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death throes
Special Qualities: Damage reduction 3/cold iron or good, darkvision 60 ft., immunity to electricity and poison, mindless, resistance to acid 10, and cold 10 and fire 10, telepathy 100 ft.
Saves: Fort +2, Ref +2, Will -2
Abilities: Str 10, Dex 11, Con 11, Int -, Wis 3, Cha 3
Skills: -
Feats: Multiattack (b)
Environment: Infinite Layers of the Abyss
Organization: Gang (1-6), swarm (6-15), or horde (10-100)
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: 2-6 HD (small)

This small, pathetic creature looks like a bloated humanoid with pale, sickly skin and a slack, drooling mouth. Its eyes are devoid of any kind of intelligence. Its body is covered in clumps of writhing and squirming maggots.

The manes are the lowest of the low amongst the demons. They are petitioners, formed of the evil souls sent to the Abyss. They are utterly mindless, often roaming the Abyss in mobs, until a more powerful demon comes along and whips them up for a nice Blood War slaughter.
While manes cannot communicate in any way (other than simple moaning or grunting), they can understand very simple commands mostly as a side-effect of their telepathy.
Manes stand about 3 feet tall and weigh 70 pounds.

COMBAT
Manes are very simple opponents and lack the needed intellect for even animalistic cunning. That said they make a fairly effective rampaging horde.
A manes’ natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Death Throes (Ex): When a manes is killed, its body erupts into a noxious cloud of acidic vapor. Anyone within 10 feet of a slain manes takes 1d6 points of acid damage or half damage on a successful Reflex save (DC 10). The save DC is Constitution based.
Mindless (Ex): Manes are completely mindless and are thus immune to all mind-affecting spells and effects.
 

Pants

First Post
Heh, just think... you wait a couple of months for an update and what do you get... Manes. :p
Ah well, this is an 'updated without IP Ghour' from Monsters of Faerun. I'm pretty positive it was new to 3.0, but I could be wrong. Either way, enjoy!
Just noticed that there are quite a few big demons with horns out there. Oh well...

GHORR
Huge Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 12d8+108 (162 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 25 (-2 size, +1 Dex, +16 natural), touch 9, flat-footed 24
Base Attack/Grapple: +12/+29
Attack: Slam +19 melee (3d4+9)
Full Attack: 2 slams +19 melee (3d4+9) and gore +17 melee (1d8+4/x4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Augmented critical, breath weapon, powerful charge 2d8+13, roar, spell-like abilities, summon tanar’ri
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, and cold 10 and fire 10, scent, spell resistance 20, telepathy 100 ft.
Saves: Fort +17, Ref +9, Will +9
Abilities: Str 29, Dex 13, Con 29, Int 14, Wis 13, Cha 14
Skills: Bluff +17, Climb +24, Concentration +24, Diplomacy +19, Intimidate +19, Knowledge (the planes) +17, Listen +16, Spot +16, Survival +16 (+18 on other planes), Swim +24
Feats: Cleave, Great Cleave, Multiattack, Power Attack, Track
Environment: Infinite Layers of the Abyss
Organization: Solitary or gang (1 ghorr plus 1d10 ogres and 1d6 hill giants)
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 13-24 HD (huge); 25-36 HD (gargantuan)

Vaguely resembling an ogre or some kind of giant, this creature stands easily 20 feet tall. Its dull, brown hide is thick and covered in coarse hair, a pair of curved, black horns jut from the sides of its wide head.

The ghorr are the servants of Baphomet, the demonic lord of giants and minotaurs, however they have also been known to serve Kostchtchie on occasion. The ghorr serve as agents on the prime material plane, rousing up the various tribes of giants and making sure that they pay their dues to their demonic patron. The presence of a ghorr amongst a giant tribe is a cause for celebration – and bloodshed. Sacrifices, raids, and slaughter of the smaller folk usually ensue, which are often leaded by the ghorr.
A ghorr stands about 20 feet tall and weighs around 7,000 pounds.

COMBAT
Despite their bestial appearance, ghorr are cunning and intelligent opponents. They make good use of their array of spell-like abilities and often love to open combat with a blast of their breath weapon followed by a good roar.
A ghorr’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Augmented Critical (Ex): A ghorr’s curved horns are exceptionally sharp. It deals x4 damage on a successful critical hit.
Breath Weapon (Su): Once every 3d4 rounds a ghorr can unleash a blast of noxious fumes in a 30 foot cone. Anyone within the area must make a successful Fort save DC 25 or take 1d6 points of Strength. Those immune to poison are also immune to this ability damage. The save DC is Constitution based.
Powerful Charge (Ex): A ghorr typically begins a battle with a charge at an opponent, lowering its head to bring its vicious horns into play. In addition to the normal benefits and hazards of a charge, this allows the demon to make a single gore attack with a +19 attack bonus that deals 2d8+13 points of damage.
Roar (Su): Once per day, a ghorr can unleash a powerful, destructive roar. Anyone within 40 ft. of the ghorr must make a Fort save (DC 25) or be deafened for 2d10 rounds. Also, anyone within 20 ft. of the ghorr must also make an additional Fort save (DC 25) or be stunned for 1d4 rounds. The save DC’s are Constitution based.
Spell-like Abilities: At will – chaos hammer (DC 16), deeper darkness, dispel good (DC 17), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 16); 3/day – confusion (DC 16); 1/day – blasphemy (DC 19). Caster level 12th. The save DC’s are Charisma based.
Summon Tanar’ri (Sp): Once per day, a ghorr can attempt summon another ghorr with a 45% chance of success. This is the equivalent of a 6th level spell.
 

Pants

First Post
Here's another. The Rutterkin should be finished later tonight.

BAR-LGURA
Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 6d8+24 (51 hp)
Initiative: +4
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: Claw +11 melee (1d6+4)
Full Attack: 2 claws +11 melee (1d6+4) and bite +6 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce, spell-like abilities, summon tanar’ri
Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, and cold 10 and fire 10, spell resistance 15, telepathy 100 ft.
Saves: Fort +9, Ref +8, Will +7
Abilities: Str 19, Dex 17, Con 19, Int 9, Wis 14, Cha 14
Skills: Climb +21, Concentration +13, Hide +21, Jump +13, Move Silently +13, Survival +11, Tumble +13
Feats: Combat Reflexes, Dodge, Mobility
Environment: Infinite Layers of the Abyss
Organization: Solitary, group (2-6), or pack (10-20)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7-12 HD (medium); 13-18 HD (large)

Resembling something similar to a bestial, fiendish ape the creature before you stands hunched forward, its powerful arms dangling to the ground. Coarse brown and black hair covers its muscled body in seemingly random tufts. Sharp, yellow fangs jut from its ape-like, protruding jaw. As it stares at you, you can see a glimmer of terrible cunning and intelligence behind its savage exterior.

The bar-lgura act as scouts in the Blood War, though they hate all other tanar’ri and would much rather keep to themselves. When not being pressured into service, they roam the Abyss in savage hunting packs, killing and devouring anything they can get their claws on.
Rumors persist of large bar-lgura tribes in the Abyss, some in excess of 300 or more. These tribal bar-lgura are ruled by the largest, fiercest, and most cunning amongst them, but that lasts as long as that bar-lgura lives and that is usually not very long. Tribal bar-lgura almost never obey the commands of the more powerful tanar’ri since their massive numbers (usually) protect them.
Bar-lgura stand 5 to 6 feet tall and weigh roughly 250 pounds.

COMBAT
While not the most intelligent of foes, bar-lgura possess an animalistic cunning and they are very capable hunters and often quite adept trackers. They often prefer to set up ambushes or craft rudimentary traps, although they aren’t above charging at foes while frothing at the mouth and flailing their claws wildly.
A bar-lgura’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, the bar-lgura must hit a foe with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Pounce (Ex): If a bar-lgura charges a foe, it can make a full attack.
Spell-Like Abilities: At will – cause fear (DC 13), darkness, greater teleport (self plus 50 pounds of objects only), see invisibility; 1/day – alter self, invisibility (self only). Caster level 6th. The save DC’s are Charisma based.
Summon Tanar’ri (Sp): Once per day, a bar-lgura can attempt to summon another bar-lgura with a 35% chance of success. This is the equivalent of a 3rd-level spell.
Skills: A bar-lgura’s skin changes color to match the surrounding terrain, giving it a +8 racial bonus on Hide checks. The bar-lgura also has a +8 racial bonus on Climb checks and it can always choose to take 10 on Climb checks, even if rushed or threatened.
 
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Pants

First Post
RUTTERKIN
Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 4d8+8 (26 hp)
Initiative: +5
Speed: 20 ft. (4 squares)
Armor Class: 17 ( +1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+6
Attack: Crescent polearm +6 melee (1d12+2) or claw +6 melee (1d6+2)
Full Attack: Crescent polearm +6 melee (1d12+2) or 2 claws +6 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon tanar’ri
Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, and cold 10 and fire 10, spell resistance 11, telepathy 100 ft.
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 14, Dex 13, Con 15, Int 9, Wis 12, Cha 10
Skills: Concentration +9, Hide +8, Intimidate +7, Jump +9, Listen +8, Move Silently +8, Spot +8,
Feats: Alertness, Improved Initiative
Environment: Infinite Layers of the Abyss
Organization: Solitary or gang (3-12)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5-12 HD (medium)

Horribly misshapen and malformed, this blue-skinned creature stands hunched before you. Its twisted body is covered in cancerous growths and is completely devoid of hair. Its limbs are all twisted and gnarled and the creature grimaces as if it’s in constant pain.

The rutterkin are the malformed outcasts of the demons. The most powerful demons hate and ridicule them and only rarely make use of them. Thus, the rutterkin wander the Abyss in solitude, inflicting pain on anything they find weaker than themselves. Fortunately, the rutterkin are usually too weak to stop anything powerful enough to journey to the Abyss; however that doesn’t stop them from fleeing from the battle and spreading the word of the intruders.
Rutterkin stand somewhere between 5 and 7 feet tall and weigh around 160 to 210 pounds.

COMBAT
Rutterkins are weak and they know it. They also aren’t very imaginative or intelligent. However, they do make good use of a variety of strange weapons, including the snap-tong, three-armed blade, crescent polearm, and the flatchet. All of these weapons are special weapons made by the rutterkin, thus they treat those weapons as martial weapons.
A rutterkin’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Spell-like Abilities: At will – cause fear (DC 11), darkness, greater teleport (self plus 50 pounds of objects only); 1/day – telekinesis (DC 15). Caster level 4th. The save DC’s are Charisma based.
Summon Tanar’ri (Sp): Once per day, a rutterkin can attempt to summon another rutterkin with a 40% chance of success. This is the equivalent of a 2nd-level spell.

RUTTERKIN WEAPONS
Exotic Weapons
One-Handed Melee Weapons

Flatchet - 1d6 2d4 18–20/x2 — 8 lb. Slashing
Two-Handed Melee Weapons
Crescent Polearm* - 1d10 1d12 x3 — 11 lb. Slashing
Snap-Tong - 1d10 2d6 x2 — 5 lb. Piercing
Ranged Weapons
Three-Armed Blade 1d8 1d10 x2 20 ft. 2 lb. Slashing

Crescent Polearm: A crescent polearm has reach. You can strike opponents 10 feet away, but can’t strike adjacent foes. The polearm’s head is a double, crescent-shaped blade. Due to the increased weight of the blade, the crescent polearm often feels cumbersome and hard to use unless one has special training in it. Thus it is an exotic weapon.
Flatchet: A flatchet is a broad-headed sword with a saw-toothed blade. It is too large to use effectively in one-hand without special training, thus it is an exotic weapon. A character can use a flatchet two-handed as a martial weapon.
Snap-Tong: A wielder that hits an opponent (of the same size or one size smaller) with a snap-tong may attempt to start a grapple as a free action without provoking an attack of opportunity. If the wielder gets a hold, the snap-tong grabs the opponent and deals damage each round the hold is maintained.
Three-Armed Blade: This wedge-shaped throwing weapon can either be used as a light melee weapon or it can be thrown from a sling.

The table is going to look terrible here, but it looks much more readable in the .doc file.
 
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Pants

First Post
Man, this one sucked. Pain in the arse.

YOCHLOL, DROW FORM
Medium Outsider (Chaotic, Evil, Extraplanar, Shapechanger, Tanar’ri)
Hit Dice: 6d8+18 (45 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 18 (+3 Dex, +5 +1 mithral chain shirt), touch 13, flat-footed 15
Base Attack/Grapple: +6/+10
Attack: Masterwork short sword +11 melee (1d6+4) or light crossbow +9 ranged (1d8)
Full Attack: Masterwork short sword +11/+6 melee (1d6+4) or light crossbow +9 ranged (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Change form, psi-like abilities, spell-like abilities
Special Qualities: Damage reduction 5/cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft.
Saves: Fort +8, Ref +8, Will +7
Abilities: Str 19, Dex 16, Con 16, Int 15, Wis 14, Cha 18
Skills: Bluff +13, Concentration +12, Diplomacy +15, Intimidate +15, Knowledge (religion) +11, Knowledge (the planes) +11, Listen +11, Spellcraft +11, Spot +11
Feats: Combat Reflexes, Combat Expertise, Dodge
Environment: Infinite Layers of the Abyss
Organization: Solitary or brood (2–6)
Challenge Rating: 6
Treasure: Standard plus +1 mithral chain shirt
Alignment: Always chaotic evil
Advancement: 7-12 HD (base size)

YOCHLOL, SPIDER FORM
Large Outsider (Chaotic, Evil, Extraplanar, Shapechanger, Tanar’ri)
Hit Dice: 6d8+18 (45 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +6/+14
Attack: Bite +9 melee (1d8+4 plus poison)
Full Attack: Bite +9 melee (1d8+4 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Change form, poison, psi-like abilities, spell-like abilities
Special Qualities: Damage reduction 5/cold iron, freedom of movement, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft.
Saves: Fort +8, Ref +8, Will +7
Abilities: Str 19, Dex 16, Con 16, Int 15, Wis 14, Cha 18
Skills: Bluff +13, Concentration +12, Diplomacy +15, Intimidate +15, Knowledge (religion) +11, Knowledge (the planes) +11, Listen +11, Spellcraft +11, Spot +11
Feats: Combat Reflexes, Combat Expertise, Dodge
Environment: Infinite Layers of the Abyss
Organization: Solitary or brood (2–6)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7-12 HD (base size)

YOCHLOL, OOZE FORM
Large Outsider (Chaotic, Evil, Extraplanar, Shapechanger, Tanar’ri)
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +6/+14
Attack: Tentacle slap +9 melee (1d4+4)
Full Attack: 8 tentacle slaps +9 melee (1d4+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Change form, psi-like abilities, spell-like abilities
Special Qualities: Amorphous, damage reduction 5/cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft.
Saves: Fort +8, Ref +7, Will +7
Abilities: Str 19, Dex 14, Con 16, Int 15, Wis 14, Cha 18
Skills: Bluff +13, Concentration +12, Diplomacy +15, Intimidate +15, Knowledge (religion) +11, Knowledge (the planes) +11, Listen +11, Spellcraft +11, Spot +11
Feats: Combat Reflexes, Combat Expertise, Dodge
Environment: Infinite Layers of the Abyss
Organization: Solitary or brood (2–6)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7-12 HD (base size)

YOCHLOL, GASEOUS FORM
Large Outsider (Chaotic, Evil, Extraplanar, Incorporeal, Shapechanger, Tanar’ri)
Hit Dice: 6d8+18 (45 hp)
Initiative: +3
Speed: Fly 20 ft. (perfect) (4 squares)
Armor Class: 16 (-1 size, +3 Dex, +4 deflection), touch 16, flat-footed 13
Base Attack/Grapple: +6/-
Attack: -
Full Attack: -
Space/Reach: 10 ft./0 ft.
Special Attacks: Change form, psi-like abilities, stinking cloud
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., immunity to electricity and poison, incorporeal traits, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft.
Saves: Fort +8, Ref +8, Will +7
Abilities: Str 19, Dex 16, Con 16, Int 15, Wis 14, Cha 18
Skills: Bluff +13, Concentration +12, Diplomacy +15, Intimidate +15, Knowledge (religion) +11, Knowledge (the planes) +11, Listen +11, Spellcraft +11, Spot +11
Feats: Combat Reflexes, Combat Expertise, Dodge
Environment: Infinite Layers of the Abyss
Organization: Solitary or brood (2–6)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7-12 HD (base size)

As you watch, this strange creature constantly shifts from form to form. One moment, a deceptively beautiful female drow is standing before you, the next an amorphous pile of slime with a large red eye in its center. Soon after, it takes the form of a large spider and then shifts to a roiling cloud of greenish vapors.

The yochlol, also known as the Handmaidens of Lolth, are the direct servants of the demonic goddess Lolth. The yochlols care only about serving their goddess and ignore the ‘petty’ squabbles of the Blood War and other demons. Strangely, the yochlol are unswervingly loyal to their spider goddess, which is a fairly remarkable trait for creatures of pure chaos and evil.
The ‘base’ form of a yochlol is its ooze form, however different yochlol spend time in whatever form suits their mood or whichever is best for its current assignment.
In its ooze form, a yochlol is a larger than man-sized pile of slime, about 8 feet high. Its spider form stands roughly 10 feet tall and its dark elf form is around 5 feet tall.

COMBAT
Yochlol are cunning and intelligent, often preferring more subtle means to deal with opponents. They make excellent use of their spell-like abilities and often spend most of their time mind blanked.
A yochlol’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Amorphous (Ex): In its ooze form, the yochlol is not subject to critical hits and it cannot be flanked.
Change Form (Su): As a free-action, once per round, a yochlol can change between one of its four forms. When in its gaseous form, the yochlol is treated as if it were under the effects of a gaseous form spell except as noted. The gaseous yochlol fills a 10 foot square and it gains a fly speed of 20 feet with perfect maneuverability. In this form, the yochlol cannot use its spell-like abilities.
Freedom of Movement (Su): In spider form, the yochlol is constantly under the effect of a freedom of movement spell. Caster level 8th. The yochlol can resume or end it as a free action on its turn.
Poison (Ex): In spider form, the yochlol’s bite delivers a potent venom. Victims must make a Fort save (DC 16) or take 1d6 points of Constitution damage. The secondary damage is 2d6 Constitution. The save DC is Constitution based.
Psi-Like Abilities: At will – personal mind blank, psionic dominate (DC 18). Manifester level 8th. The save DC is Charisma based.
Spell-Like Abilities: At will – charm person (DC 15), darkness, greater teleport (self plus 50 pounds of objects only), spider climb, stone shape. Caster level 6th. The save DC is Charisma based.
Stinking Cloud (Ex): In its gaseous form, anyone entering the yochlol’s cloud must make a Fort save (DC 16) or become nauseated. This effect lasts as long as the creature remains in the cloud and for 1d4+1 rounds afterwards. The save DC is Constitution based.
Skills: In its spider form, the yochlol has a +8 racial bonus on Climb checks and it can always choose to take 10 on Climb checks, even if rushed or threatened.
 

demiurge1138

Inventor of Super-Toast
Wow. You're definitely making up for lost time, there, Pants ;)

I like all of them, especially the manes. I like manes; I'm wierd like that. But the yochol looks like it wasway more work than you really needed to do. But I do appreciate it.

One thing, though. Shouldn't bar-lgura have "animalistic cunning"? As opposed to "hunting", that is.

Demiurge out.
 

Pants

First Post
demiurge1138 said:
One thing, though. Shouldn't bar-lgura have "animalistic cunning"? As opposed to "hunting", that is.

Demiurge out.
Yes, it should be. I was doing... more than one thing at a time, I must have gotten the various things mixed up.
 

Babel

First Post
Hi Pants, long-time reader, first-time caller. Just a quick 'you rule' kind of a post. So, without further ado:

YOU RULE!

Although my players may not feel the same way when I drop an advanced yochlol on them in a week or two... [Deranged cackling ensues]
 

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