GUARDIAN YUGOLOTHS
The guardian yugoloths were created by the true yugoloths. No yugoloth wants to be called from its business by some upstart, petty mortal, so they created the guardian yugoloths to serve as planar summoning stock. The guardian yugoloths possess none of the plethora of abilities common to the true yugoloths, but neither are they explicitly evil. Neutral guardians are highly common, although the more powerful guardian yugoloths seem more disposed towards evil.
Guardian yugoloths can be encountered anywhere, although their plane of origin is Gehenna. Most are found in the abodes of mortal wizards, but others can be found on other planes serving other yugoloths, demons, or devils.
GUARDIAN YUGOLOTH, LEAST
Medium Outsider (Extraplanar)
Hit Dice: 5d8+20 (42 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +4/+7
Attack: Bite +7 melee (1d6+3)
Full Attack: Bite +7 melee (1d6+3) and 2 claws +2 melee (1d4+1) and horn gore +2 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, powerful charge 2d6+4
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunities, low-light vision, scent, spell resistance 15
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 16, Dex 14, Con 19, Int 10, Wis 12, Cha 12
Skills: Bluff +9, Diplomacy +13, Hide +10, Intimidate +11, Listen +11, Move Silently +10, Sense Motive +13, Spot +11
Feats: Improved Initiative, Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None except guarded treasure (usually an item of 4,000 gp or less)
Alignment: Usually neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
This strange creature resembles something like a bipedal, horned toad. Its skin is covered in dull, hardened scales and its long arms end in large talons.
Most least guardian yugoloths tend toward neutrality rather than evil and most have varying forms, although the seemingly most common form is that of a human-sized, horned toad. Other forms are also possible.
Least guardian yugoloths (usually) stand about 6 feet tall and weigh 260 pounds.
COMBAT
Least guardian yugoloths are usually relegated to guard duty of some sort. Least guardians usually guard potent treasures or items, but nothing extravagant. They attend to their duties with a fierce devotion despite their fiendish origins.
A least yugoloth guardian’s natural weapons, as well as any weapons it wields, are treated as magic for the purpose of overcoming damage reduction.
Breath Weapon (Su): A least guardian can unleash a 30 ft. cone of energy once every 2d4 rounds. The energy type varies, roll a 1d4 (1 acid, 2 cold, 3 fire, or 4 electricity). Once the energy type is chosen, it cannot be changed. The breath weapon deals 3d6 points of damage and those caught in the cone can attempt a Reflex save (DC 16) for half damage. The save DC is Constitution based.
Immunities: Least yugoloth guardians are immune to poison, spells that change or alter its shape (polymorph), mind-affecting spells and effects, paralysis, and the same energy type as its breath weapon.
Powerful Charge (Ex): A least yugoloth typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the creature to make a single horn gore attack with a +7 attack bonus that deals 2d6+4 points of damage.
Skills: Least guardian yugoloths have a +2 racial bonus on Listen, Sense Motive, and Spot checks.
GUARDIAN YUGOLOTH, LESSER
Medium Outsider (Extraplanar)
Hit Dice: 8d8+40 (76 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
Base Attack/Grapple: +8/+13
Attack: Bite +13 melee (1d8+5)
Full Attack: Bite +13 melee (1d8+5) and 2 claws +11 melee (1d4+2) and horn gore +11 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, powerful charge 3d6+7
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., immunities, low-light vision, scent, spell resistance 18
Saves: Fort +11, Ref +9, Will +9
Abilities: Str 21, Dex 17, Con 21, Int 14, Wis 16, Cha 14
Skills: Bluff +13, Diplomacy +17, Hide +14, Jump +16, Intimidate +15, Listen +18, Move Silently +14, Sense Motive +20, Spot +18, Swim +16
Feats: Improved Initiative, Multiattack, Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None except guarded treasure (usually an item of 10,000 gp or less)
Alignment: Usually neutral (with evil tendencies)
Advancement: 8-16 HD (Medium); 17-24 HD (Large)
Standing before is a grotesque, bipedal boar. Sharp, curved horns jut from its head and instead of hands, it bears a pair of talons.
Lesser guardians are usually neutral, but a few have a sadistic, evil streak. No one is sure why the least guardians are almost entirely free of the taint of evil, but some speculate that it may just be an effect of their creation at the hands of the yugoloths. Others speculate that the yugoloths made them this way intentionally.
Lesser guardians stand about 6 feet tall and weigh 400 pounds.
COMBAT
Lesser guardian yugoloths usually guard single items of great wealth, though they may guard small hoards of treasure. They also possess the same fierce devotion that seems to run through the veins of the least guardians.
A lesser yugoloth guardian’s natural weapons, as well as any weapons it wields, are treated as magic for the purpose of overcoming damage reduction. An evil lesser guardians’ natural weapons, as well as any weapons it wields, are treated as evil-aligned and magic for the purpose of overcoming damage reduction.
Breath Weapon (Su): A lesser guardian can unleash a 40 ft. cone of energy once every 2d4 rounds. The energy type varies, roll a 1d4 (1 acid, 2 cold, 3 fire, or 4 electricity). Once the energy type is chosen, it cannot be changed. The breath weapon deals 5d6 points of damage and those caught in the cone can attempt a Reflex save (DC 19) for half damage. The save DC is Constitution based.
Immunities: Lesser yugoloth guardians are immune to poison, spells that change or alter its shape (polymorph), mind-affecting spells and effects, paralysis, and the same energy type as its breath weapon.
Powerful Charge (Ex): A lesser yugoloth typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the creature to make a single horn gore attack with a +13 attack bonus that deals 3d6+7 points of damage.
Skills: Lesser guardian yugoloths have a +4 racial bonus on Listen, Sense Motive, and Spot checks.
GUARDIAN YUGOLOTH, GREATER
Large Outsider (Evil, Extraplanar)
Hit Dice: 12d8+72 (126 hp)
Initiative: +8
Speed: 40 ft. (6 squares), fly 80 ft. (average)
Armor Class: 25 (-1 size, +4 Dex, +12 natural), touch 13, flat-footed 21
Base Attack/Grapple: +12/+23
Attack: Bite +18 melee (2d6+7)
Full Attack: Bite +18 melee (2d6+7) and 2 claws +16 melee (1d6+3) and 2 wing slashes +16 melee (1d4+3) and horn gore +16 melee (2d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, improved grab, powerful charge 3d8+10, spell-like abilities
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunities, low-light vision, scent, spell resistance 23
Saves: Fort +14, Ref +12, Will +12
Abilities: Str 25, Dex 19, Con 23, Int 16, Wis 18, Cha 16
Skills: Bluff +18, Concentration +21, Diplomacy +22, Hide +19, Jump +22, Intimidate +26, Listen +25, Move Silently +19, Sense Motive +21, Spot +25, Swim +22
Feats: Cleave, Flyby Attack, Improved Initiative, Quicken Spell-Like Ability (suggestion), Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: None except guarded treasure (usually an item of 15,000 gp or more)
Alignment: Usually neutral evil
Advancement: 9-16 HD (Medium); 17-27 HD (Large)
This strange creature has the body of a bear and the talons of an eagle. Two furred wings jut from its back and a pair of curved rams horns sit upon its head. Its eyes glow a feral red and saliva drips from its massive canines.
The greater guardian yugoloths are the most powerful, and thankfully, the rarest of their kind. They are also the most thoroughly evil and seek to bend the words of their mortal masters against them. They serve only as long as doing so would benefit themselves, although particularly powerful individuals have been known to cow the guardians into servitude.
Greater guardian yugoloths stand about 9 feet tall and weigh 800 pounds.
COMBAT
Greater guardian yugoloths are usually found guarding only the most expensive of items. Despite their generally evil dispositions, they will never steal or destroy the item they are made to guard. They generally try to lure unsuspecting mortals close with their suggestion ability before letting loose with their breath weapon.
A greater yugoloth guardian’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Breath Weapon (Su): A greater guardian yugoloth can unleash either a 60 ft. cone or a 100 ft. line of energy once every 2d4 rounds. The energy type varies, roll a 1d4 (1 acid, 2 cold, 3 fire, or 4 electricity). Once the energy type is chosen, it cannot be changed. The breath weapon deals 8d6 points of damage and those caught in the cone can attempt a Reflex save (DC 22) for half damage. The save DC is Constitution based.
Immunities: Greater yugoloth guardians are immune to poison, spells that change or alter its shape (polymorph), mind-affecting spells and effects, paralysis, the same energy type as its breath weapon and an additional energy type chosen randomly (1 acid, 2 fire, 3 cold, or 4 electricity). If you roll the same energy type as its breath weapon, then roll again. Once the energy type is chosen it cannot be changed.
Improved Grab (Ex): To use this ability, a greater guardian must hit a Large or smaller creature with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Powerful Charge (Ex): A greater guardian yugoloth typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the creature to make a single horn gore attack with a +18 attack bonus that deals 3d8+10 points of damage.
Spell-Like Abilities: At will – suggestion (DC 16); 1/day – symbol of fear (DC 19). Caster level 14th. The save DC is Charisma based.
Skills: Greater guardian yugoloths have a +6 racial bonus on Intimidate, Listen, and Spot checks.
These will all be added to the Yugoloth .doc at some point and then reposted up.