Revising the Yugoloths

Pants

First Post
I was never very happy with the way the Yugoloths were converted into 3.0. They all seemed so terribly weak, especially the Ultroloth. So, I've taken it upon myself to do a slight update of them, mainly updating them to 3.5 and upping their power a bit, so that at least they're somewhat in line with the new fiends. I'll start with the Ultroloth.

ULTROLOTH
Medium Outsider (Evil, Extraplanar)
Hit Dice: 18d8+126 (207 hp)
Initiative: +14
Speed: 40 ft. (8 squares)
Armor Class: 36 (+10 Dex, +8 natural, +8 profane), touch 28, flat-footed 26
Base Attack/Grapple: +18/+22
Attack: +3 unholy longsword +25 melee (1d8+7)
Full Attack: +3 unholy longsword +25/+20/+15/+10 melee (1d8+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, spell-like abilities, summon yugoloths, weakness gaze
Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., fast healing 4, immunity to acid and poison, profane aura, resistance to cold 10 and electricity 10 and fire 10, spell resistance 30, telepathy 100 ft., true seeing
Saves: Fort +18, Ref +21, Will +20
Abilities: Str 19, Dex 31, Con 25, Int 28, Wis 28, Cha 28
Skills: Balance +22, Bluff +30, Concentration +28, Diplomacy +24, Escape Artist +31, Hide +31, Intimidate +32, Knowledge (arcana) +30, Knowledge (the planes) +30, Knowledge (religion) +30, Listen +30, Move Silently +31, Search +30, Sense Motive +30, Spot +30, Spellcraft +32 (+34 when deciphering scrolls), Tumble +31, Use Magic Device +30 (+32 when using scrolls)
Feats: Combat Expertise, Dodge, Empower Spell-like Ability (enervation), Improved Initiative, Quicken Spell-like Ability (unholy blight), Spell Focus (Enchantment), Weapon Focus (ray)*
Environment: Bleak Eternity of Gehenna
Organization: Solitary, pair, squad (1 ultroloths, 1-3 nycaloths, 2-5 piscoloths, and 2-5 mezzoloths), or force (1-2 ultroloths, 2 arcanaloths, 1-4 nycaloths, 1-6 piscoloths, 1-8 mezzoloths, 1-10 mezzoloths)
Challenge Rating: 20
Treasure: Standard coins; double goods; standard items plus +3 unholy longsword
Alignment: Always neutral evil
Advancement: 19-36 HD (Medium); 37-54 (Large)

Swathed in dark, flowing robes, the figure before you is nearly humanoid in shape. Large bulbous eyes, swirling with color, stare out at you from a vaguely insectile head. Despite the creature's frail appearance, you can feel dark, malevolent power emanating from it.

Ultroloths are the generals and officers of the yugoloth armies. They lead the troops and disrupt enemy plans, all while scheming amongst themselves.
Ultroloths are around 7 feet tall and weigh about 180 pounds.

COMBAT

Ultroloths, being fairly weak physically (compared to other fiends, of course) usually try to stay out of melee and hammer their foes with their spell-like abilities. If forced into melee, an ultroloth will only rarely fall back on its +3 unholy longsword as most of the time it will teleport away to safety.
An ultroloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Fear Aura (Su): Ultroloths can radiate a 20-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 28 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same ultroloth’s fear aura for 24 hours. Other yugoloths are immune to this aura. The save DC is Charisma based.
Profane Aura (Su): An ultroloth is constantly surrounded by an aura of ineffable evil, granting it a +8 profane bonus to its armor class. The ultroloth can resume or suppress this ability as a free action on his turn.
Spell-like Abilities: At will – blasphemy, deeper darkness, detect good, dominate monster (DC 29), enervation (DC 23), feeblemind (25), greater dispel magic, greater scrying (DC 26), greater teleport (self plus 50 pounds of objects only), polymorph (self only), power word stun, suggestion (DC 23), unholy blight (23), wall of fire; 3/day – disintegrate (25), geas/quest, mass suggestion (DC 26), unholy aura (27); 1/day –destruction (DC 26), horrid wilting (DC 27). Caster level 18th. The save DC’s are Charisma based.
Weakness Gaze (Su): Range 60 ft., Fort DC 28 negates. An ultroloth can sap the very strength from an opponent’s body merely by looking at them. Those who fail their saves take 1d4 points of Strength and Dexterity damage. A creature that successfully saves cannot be affected again by the same ultroloth’s weakness gaze for 24 hours. The save DC is Charisma based.
Summon Yugoloths (Sp): Once per day an ultroloth can automatically summon 2d8 skereloths, 1d6 mezzoloths, or 1 shadoloth, or nycaloth. This ability is the equivalent of a 9th-level spell.
True Seeing (Su): Ultroloths have a continuous true seeing ability, as the spell (caster level 18th).

*NOTE: If you are using the Book of Vile Darkness, then replace the Ultroloth’s Weapon Focus (ray) with Corrupt Spell-like Ability (wall of fire).

NOTE again: Stats for the Skereloth and Piscoloth can be found in the Fiend Folio.

I would've done a Tactics Round-by-Round thing, but I'm crap with those. I plan on doing the Arcanaloth next.

Any comments? Suggestions (not the spell)? Feedback appreciated.
 
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I applaud you, Pants. The yugoloths were always a favorite of mine, and the MoTP and MMII versions seemed even more hit-point impaired than the demons.
The ultraloth looks great, and I can't wait to see the rest of them.

Demiurge out.
 

demiurge1138 said:
I applaud you, Pants. The yugoloths were always a favorite of mine, and the MoTP and MMII versions seemed even more hit-point impaired than the demons.
The ultraloth looks great, and I can't wait to see the rest of them.

Demiurge out.
Thanks.
Hopefully, I'll have it done within the week, but I just recently started another semester of College so...
 

Here's Sr. Arcanaloth!

ARCANALOTH
Medium Outsider (Evil, Extraplanar)
Hit Dice: 15d8+75 (142 hp)
Initiative: +11
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 31 (+7 Dex, +14 natural), touch 17, flat-footed 24
Base Attack/Grapple: +15/+17
Attack: Claw +22 melee (1d6+2 plus poison)
Full Attack: 2 claws +22 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spells, spell-like abilities, summon yugoloths
Special Qualities: Damage reduction 15/good, darkvision 60 ft., fast healing 2, immunity to acid and poison, item mastery, partial immunity to spells, resistance to cold 10 and electricity 10 and fire 10, spell resistance 28, telepathy 100 ft., true seeing
Saves: Fort +16, Ref +16, Will +15
Abilities: Str 15, Dex 25, Con 21, Int 26, Wis 22, Cha 22
Skills: Appraise +26, Bluff +24, Concentration +23, Decipher Script +26, Diplomacy +28, Forgery +26, Hide +16, Listen +24, Knowledge (arcana) +26, Knowledge (history) +26, Knowledge (the planes) +26, Knowledge (religion) +26, Move Silently +16, Sense Motive +24, Search +26, Spellcraft +28, Spot +24
Feats: Empower Spell, Great Fortitude, Improved Initiative, Maximize Spell, Quicken Spell, Weapon Finesse
Environment: Bleak Eternity of Gehenna
Organization: Solitary, pair, or group (1 arcanaloth, 1-3 shadoloths, 1-6 piscoloths)
Challenge Rating: 18
Treasure: Double standard coins; standard items
Alignment: Always neutral evil
Advancement: 16-30 HD (medium); 31-45 HD (large)

This jackal-headed creature is garbed in long, flowing robes and it floats an inch or two off of the ground. Its inhuman eyes glitter coldly with an unnatural intelligence.

Arcanaloths are the arcane masters of yugoloth society, possessing powers rivaling that of any mortal wizard and sometimes even that of the Demon Princes and Arch Devils. Whereas ultroloths lead the yugoloths in battle and strategize, the arcanaloths relentlessly pursue any arcane knowledge, all for the benefits of the yugoloths and… well, themselves, of course.
Arcanaloths stand just above six feet in height and weigh a mere 165 pounds.

COMBAT

The typical arcanaloth will know you’re coming before you even think about, thus they usually plan accordingly (Better watch what you think about, berk). Arcanaloths harass their foes with their spells and spell-like abilities and retreat before anyone has a chance to retaliate. If things look grim, the arcanaloth will attempt to summon aid and flee at the first opportunity.
An arcanaloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Flight (Su): An arcanaloth can magically fly at a speed of 60 feet with good maneuverability. This is in all other respects similar to a fly spell cast by a 15th level caster. If dispelled, the arcanaloth can resume this effect as free action on its next turn.
Item Mastery (Ex): Arcanaloths are masters of magical items and can use any spell completion item as if he had that spell on his spell list.
Partial Immunity to Spells: Arcanaloths are completely immune to mind-affecting spells and effects.
Poison (Ex): An arcanaloth’s claws secrete a deadly poison. Anyone struck by its claw attack must make a Fort save (DC 22) or take 1d6 points of Intelligence damage. The initial and secondary damage is the same. The save DC is Constitution based.
Spell-like Abilities: At will – darkness, fear (DC 20), greater teleport (self plus 50 pounds of objects only), magic missile, major image (DC 19), polymorph (self only), telekinesis (DC 21), unholy blight (DC 20). Caster level 15th. The save DC’s are Charisma based.
Spells: An arcanaloth can cast spells as a 15th level wizard
Typical wizard spells memorized (spells per day 4/7/6/6/6/5/4/3/2; save DC 18 + spell level): 0 – acid splash, detect magic, ray of frost, read magic; 1st – expeditious retreat, mage armor, protection from good, ray of enfeeblement(2), shield(2); 2nd – bear’s endurance, melf’s acid arrow, protection from arrows, scorching ray, touch of idiocy, web; 3rd – dispel magic, fireball, magic circle against good, protection from energy, slow, stinking cloud; 4th – confusion, dimensional anchor, ice storm, magic missile (maximized), phantasmal killer, wall of fire; 5th – baleful polymorph, cloudkill, cone of cold, lightning bolt(empowered), wall of force; 6th – chain lightning, disintegrate, greater dispel magic, mislead; 7th – fireball (quickened), prismatic spray, spell turning; 8th – horrid wilting, polar ray.
A typical arcanaloth could have access to any spell in the PHB.
Summon Yugoloths (Sp): Once per day an arcanaloth can summon 1-2 nycaloths or 1 shadoloth with a 70% chance of success. This ability is the equivalent of a 8th level spell.
True Seeing (Su): Arcanaloths have a continuous true seeing ability, as the spell (caster level 15th).

Thoughts? Suggestions?

Next up are the Nycaloth and the Shadoloth (unique creation). Stay tuned!
 
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Not done with the Shadoloth (yeah, yeah, you can sack me later), but here's the Nycaloth.

I'm going to go over the old ones and do some slight modifications, mainly fixing errors and I'm still contemplating the Ultroloth's DR.

NYCALOTH
Large Outsider (Evil, Extraplanar)
Hit Dice: 14d8+84 (147 hp)
Initiative: +3
Speed: 40 ft. (8 squares); fly 90 ft. (good)
Armor Class: 26 (-1 size, +3 Dex, +14 natural), touch 12, flat-footed 23
Base Attack/Grapple: +14/+26
Attack: Claw +22 melee (2d6+8/19-20 x3 plus poison)
Full Attack: 2 Claws +22 melee (2d6+8/19-20 x3 plus poison) and bite +17 melee (2d4+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, fear aura, improved grab, poison, rake, spell-like abilities, summon yugoloths, wounding
Special Qualities: Damage reduction 10/good, darkvision 60 ft., fast healing 2, immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, spell resistance 25, telepathy 100 ft.
Saves: Fort +15, Ref +12, Will +12
Abilities: Str 27, Dex 17, Con 23, Int 14, Wis 16, Cha 18
Skills: Bluff +21, Climb +25, Concentration +23, Intimidate +23, Jump +25, Knowledge (the planes) +19, Listen +20, Search +19, Spot +20, Survival +20 (+22 on the planes)
Feats: Cleave, Great Cleave, Improved Bull Rush, Power Attack, Weapon Focus (claw)
Environment: Bleak Eternity of Gehenna
Organization: Solitary, squad (4-8)
Challenge Rating: 14
Treasure: Standard
Alignment: Always neutral evil
Advancement: 15-28 HD (Large); 29-42 HD (Huge)

This large gargoyle-like creature stands over 12 feet tall. Two powerful arms, each ending in a vicious looking clawed hand, extend from the creature’s sides. A canine-like head tops the creature’s torso and a pair of large, scaly bat wings extends from its back. A wicked grin, revealing rows of sharp teeth, splits its face in two.

Nycaloths are the elite air cavalry of the yugoloth armies and thus usually lead daring charges against enemy forces. Despite their bestial appearances, nycaloths are wickedly intelligent and usually use tactics against their foes, however sometimes a nycaloth’s love for melee combat will drive it into a frenzy, causing it to forgo its spell-like abilities in favor of tearing things with its multiple claws.
A nycaloth stands near 13 feet tall and weighs roughly 2,000 pounds.

COMBAT

Nycaloths love to enter into melee and tear at their opponents with their claws. They usually activate their Fear Auras to drive away weaker opponents and then engage the remaining ones.
A nycaloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Augmented Critical (Ex): A nycaloth threatens a critical hit on a 19-20 with its claws and on a successful critical, deals triple damage.
Fear Aura (Su): Nycaloths can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 21 Will save or be affected as though by a fear spell (caster level 14th). A creature that successfully saves cannot be affected again by the same nycaloth’s fear aura for 24 hours. Other yugoloths are immune to this aura. The save DC is Charisma based.
Improved Grab (Ex): To use this ability, the nycaloth must hit with 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 attempt to rake the opponent with its hind legs on the following round.
Poison (Ex): A nycaloth’s claws secrete a deadly poison. Anyone struck by its claw attack must make a Fort save (DC 23) or take 1d6 points of Constitution damage. The initial and secondary damage is the same. The save DC is Constitution based.
Rake (Ex): Two claws, attack bonus +22, damage 2d6+8.
Spell-like Abilities: At will – deeper darkness, dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, see invisibility; 2/day – scorching ray (2 rays only), silence (DC 16), unholy blight (DC 18). Caster level 14th. The save DC’s are Charisma based.
Wounding (Ex): A nycaloth’s claw attacks continue to bleed long after the wound was inflicted. An injured creature loses 1 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped with a DC 23 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure or heal spell on a damaged creature must succeed on a DC 23 caster level check, or the spell has no effect on the injured character. If the check succeeds, the wound stops bleeding and the spell functions normally.
Multiple wounds are cumulative, thus a creature hit three times by a nycaloth’s claws loses 3 hit points per round, however only one Heal check, cure spell, or heal spell is needed to stop multiple wounds. The check DC is Constitution based.
Summon Yugoloths (Sp): Once per day a nycaloth can attempt to summon 1d4 mezzoloths or another nycaloth with a 40% chance of success. This is the equivalent of a 6th level spell.

Have fun!
 
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Nice work all around, Pants. The only problem I can see is that the arcanaloth has one more feat than it should have for its HD. If this is intentional, be sure to mark the feat with a B.
Are you going to do all of the MMII and MoTP 'loths? I sure hope so. The canoloth is just begging for a better job.

Looking forward to new 'loths and old.
Demiurge out.
 

demiurge1138 said:
Nice work all around, Pants. The only problem I can see is that the arcanaloth has one more feat than it should have for its HD. If this is intentional, be sure to mark the feat with a B.[/b]
Whoops, you're right. When I originally posted up the Nycaloth, it had one too many as well.


Are you going to do all of the MMII and MoTP 'loths? I sure hope so. The canoloth is just begging for a better job.

Looking forward to new 'loths and old.
Demiurge out.

I plan on doing them all, except for the FF 'loths. They look pretty good to me, although I might change my mind later.
 

The Yagnoloth

YAGNOLOTH
Large Outsider (Evil, Extraplanar)
Hit Dice: 13d8+78 (136 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22
Base Attack/Grapple: +13/+27
Attack: Slam +23 melee (2d6+10 plus 1d8 electricity)
Full Attack: +1 longsword +14/+9/+4 melee (2d6+1) and Slam +23 melee (2d6+10 plus 1d8 electricity)
Space/Reach: 10 ft./10 ft. (15 ft. with slam)
Special Attacks: Breath weapon, energy drain, spell-like abilities, stunning blow
Special Qualities: Damage reduction 10/good, darkvision 60 ft., fast healing 2, immunity to acid and poison, muscular arm, resistance to cold 10, electricity 10, and fire 10, spell resistance 22, telepathy 100 ft.
Saves: Fort +14, Ref +10, Will +10
Abilities: Str 31, Dex 15, Con 23, Int 14, Wis 14, Cha 16
Skills: Bluff +19, Climb +26, Diplomacy +23, Intimidate +21, Knowledge (the planes) +18, Knowledge (nobility) +18, Listen +18, Search +18, Spot +18, Survival +18 (+22 tracking)
Feats: Cleave, Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (slam)
Environment: Bleak Eternity of Gehenna
Organization: Solitary
Challenge Rating: 12
Treasure: Standard coins plus +1 longsword
Alignment: Always neutral evil
Advancement: 14-26 HD (Large); 27-39 HD (Huge)

This large, red skinned creature possesses a long, snakelike tail and a skeletal head topped with ears that resemble bat wings. One of its arms is massively long and muscular, while the other is about the size of a normal, human arm..

In the nonsensical feudal hierarchy of Gehenna, the yagnoloths are the minor lords. Even though they are no smarter or stronger than many of the other yugoloths, they still rule over fairly large territories with multitudes of vassal yugoloths at their beck and call. However, because of this yagnoloths are universally despised by other yugoloths and as such, possess no summoning abilities.
Yagnoloths are between 10 to 15 feet tall and around 3,500 pounds.

COMBAT

Despite their limited magical abilities, yagnoloths are fearsome in melee combat. They wade into their opponents, slashing with their +1 longswords and sundering any weapons, that cause them harm, with their slam attacks.
A yagnoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. Plus, its slam attack is also treated as adamantine for the purpose of overcoming damage reduction and hardness.
Breath Weapon (Su): As a standard action, a yagnoloth can exhale a 30-foot cone of acidic gas, once every 1d4 rounds, dealing 6d6 acid damage (Ref DC 22 half). Additionally, those who fail the Reflex save must make a Fort save (DC 22) or take –2 penalty on all attack rolls, damage rolls, ability checks and skill checks from burning acid for the next 2d6 rounds. The save DC’s are Constitution based.
Energy Drain (Su): As a standard action, a yagnoloth can fire a thin, red beam from its forehead, with a range of 60 ft. (no range increment) and must succeed at a ranged touch attack to hit. This beam otherwise functions as an enervation spell (Caster level 13th).
Muscular Arm (Ex): A yagnoloth’s larger arm functions as a primary natural weapon, even when it is used to make secondary attacks. This ability is negates any secondary attack penalty and allows the yagnoloth its full Strength bonus with its slam, whether the attack is primary or secondary. Its large arm is also treated as an adamantine weapon for the purpose of overcoming damage reduction and hardness.
Additionally, a yagnoloth’s smaller arm is treated as if it had a Strength of 10, for the purposes of damage and to-hit rolls.
Spell-like Abilities: 2/day – greater teleport (self plus 50 pounds of objects only). Caster level 13th.
Stunning Blow (Ex): Three times per day, a yagnoloth can make a stunning attack with its slam. When an opponent is hit by the stunning attack, it must make a Fort save (DC 26) or be stunned for 6 rounds (or a number of rounds equal to the yagnoloth’s Constitution modifier, minimum 1 round). The save DC is Strength based.

The Yagnoloth was one of the few 3.0 'loths that was actually a solid challenge for its CR. Good attacks, good abilities (I toned down the stunning blow a lot!), overall an effective melee combatant. The only thing he really needed, was HP to back up the claim.

When I'm done with all of the 'loths, I'll be happy to give out .doc files to those who want them.
 
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The Marraenoloth

MARRAENOLOTH (CHARONOLOTH)
Medium Outsider (Evil, Extraplanar)
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: 50 ft (10 squares)
Armor Class: 24 (+5 Dex, +9 natural), touch 15, flat-footed 20
Base Attack/Grapple: +10/+11
Attack: Staff +12 melee (1d8+2 plus stun)
Full Attack: Staff +12/+7 melee (1d8+2 plus stun) or 2 claws +14 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear gaze, plane shift, spell-like abilities, staff, stun, summon yugoloths
Special Qualities: 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 +12, Ref +12, Will +12
Abilities: Str 13, Dex 21, Con 21, Int 18, Wis 20, Cha 20
Skills: Balance +18, Bluff +18, Concentration +18, Diplomacy +22, Forgery +17, Intimidate +20, Knowledge (geography) +17, Knowledge (the planes) +17, Listen +18, Sense Motive +18, Survival +18 (+20 following tracks and avoid getting lost), Swim +14
Feats: Dodge, Combat Casting, Combat Expertise, Improved Trip
Environment: Bleak Eternity of Gehenna
Organization: Solitary
Challenge Rating: 10
Treasure: Standard plus Staff
Alignment: Always neutral evil
Advancement: 10-25 HD (Medium)

Covered entirely in a long, ragged cloak the color of ash, you almost swear this is some kind of undead, with its skeletal hands and face. Gripped in one hand is a large, gnarled staff and in the other is a long pole. As the creature beckons you forward, a dull, red light flares up from deep within its eye sockets.

The marraenoloths serve the most specialized function, they are the boatmen of the River Styx. They constantly ferry passengers down the River Styx in their somber skiffs and occasionally (if the pay is right), they take their passengers to where they want to go.
It is also speculated in some spots, that marraenoloths serve someone else other than the traditional yugoloths hierarchy. Old texts have been found with references to a creature known as Charon and his boatmen the ‘charonoloths.’ Whether this is just some barmy rumor or whatnot, the marraenoloths sure aren’t saying anything.
Marraenoloths are roughly 6 feet tall and 120 pounds.

COMBAT

Marraenoloths avoid combat as much as possible and usually at the first sign of trouble, will teleport away and leave its enemies wandering the edge of the Styx. However, even when they are performing their duties of ferrying on the Styx, marraenoloths will more often than not, attempt to betray their passengers, usually when they are out in the open waters where it has the advantage. Paying a handsome sum usually lowers ones chances of being dumped in the Styx, but with marraenoloths, there’s always a chance.
A marraenoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Fear Gaze (Su): Range 40 ft., Will DC 20 negates. Those who meet the gaze of a marraenoloth see the inevitability of death in their skeletal eyes. Those who fail their save become shaken for 2d4 rounds. This is a mind-effecting fear effect. The save DC is Charisma based
Plane Shift (Sp): Twice per day, a marraenoloth can invoke a plane shift (caster level 10th). However, the marraenoloth can only plane shift himself, his boat, and anyone on his boat and he may only plane shift to a spot on a sizable body of water (such as a river or a lake). Those that wish to resist can attempt a Will save (DC 20). Those who fail are whisked along with the boat, those that succeed, are left floundering in the River Styx (which is usually a bad thing). The save DC is Charisma based.
Spell-like Abilities: At will – alter self, animate dead, charm monster (DC 19), greater teleport (self and boat plus 50 pounds of objects only), phantasmal killer (DC 19); 1/day – mass suggestion (DC 21), power word blind. Caster level 10th. The save DC’s are Charisma based.
Staff (Su): Every marraenoloth wields a special staff that only they can properly use. In the hands of a marraenoloth, the staff functions as a +1/+1 quarterstaff that deals 1d8/1d8 points of damage per hit. In the hands of a nonmarraenoloth, the staff functions as a masterwork quarterstaff. Those with the Use Magic Device skill can attempt to use the staff by making an Emulate Race check (DC 25) and an Emulate Alignment check (DC 30), if the character isn’t neutral evil. If either of the checks fails, a character cannot attempt another check for 24 hours.
Marraenoloths that lose their staffs usually attempt to hunt down those who stole it and if they can, kill the transgressors. When that doesn’t work, the marraenoloth will attempt to barter for the staff and will then come back later with some reinforcements (they can’t be letting just any berk get away with something like that!).
The staff will often resemble a long, gnarled piece of black driftwood. If a Detect Magic spell is cast, the staff gives off a faint transmutation aura. A Detect Evil detects a faint evil aura on the staff.
Stun (Su): Those hit by a marraenoloth’s staff must make a Fort save (DC 20) or be stunned for 1 round. This is a power of the marraenoloth and not the staff. The save DC is Charisma based.
Styx Immunity: Marraenoloths are totally immune to the memory loss effects of the River Styx. They are, however, susceptible to other memory altering spells or effects.
Summon Yugoloths (Sp): Once per day, a marraenoloth can attempt to summon 1 piscoloth or another marraenoloth with a 60% chance of success. This is the equivalent of a 5th level spell.

SUMMONING A MARRAENOLOTH
One can usually summon a marraenoloth simply by placing a gem or a magic item, worth at least 500 gp, at the edge of the Styx and casting a blasphemy, desecrate, or holy word. A marraenoloth will appear within 1d4 minutes. Using a gem or magic item of 1,000 gp or greater lowers the arrival time to 2d4 rounds.
Upon arrival, the marraenoloth will demand payment, usually demanding the item that was used in the calling. If payment is refused, the marraenoloth disappears back out onto the Styx.
If the price is paid, there is a 70% chance that the marraenoloth will betray his passengers during the voyage. For every 200 gp more than 500 that is paid to the marraenoloth, the chance decreases by 10%, to a minimum of 20%. No fiends are trustworthy, not even well paid ones. Diplomacy checks could be made to lower it even further, at the DM’s discretion.
This can also be invoked upon the Material Plane, however there is a 50% chance that a potential marraenoloth ignores such a request. If the call is ignored, a character can attempt to call again, however the chance that one will ignore the request increases by 10% for each subsequent failure. If one is successfully called, the chance that it betrays the party increases by 15%. Marraenoloths hate leaving the Styx.

I've always liked the marraenoloth, mostly because I've always liked the idea of the treacherous boatman, who'll more than likely dump your body in the river rather than actually take you wear you want. Plus the idea of bargaining with them. Back in 2nd edition I had great quest ideas that involved the characters bargaining with a marraenoloth. Never had a chance to use them though.

EDIT: Clarified some things, fixed an error or two
 
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