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<blockquote data-quote="RAGNAROKISCOMING2007" data-source="post: 3917132" data-attributes="member: 50701"><p><strong>Yeenoghu, Prince of Gnolls</strong></p><p><strong>Large Outsider (chaotic, evil, extraplanar, tanar’ri) </strong></p><p><strong>Symbol: </strong> A fiendish looking triple flail</p><p><strong>Cosmic Rank: </strong> 10(Yeenoghu’s Realm)</p><p><strong>HD:</strong> 58d8 + 870 + 160 (1,494 hp)</p><p><strong>Initiative:</strong> +22</p><p><strong>Speed:</strong> 90 ft.</p><p><strong>AC: </strong> 64 (+10 armor, +10 deflection, +14 Dex, +21 natural, -1 size) touch 33, flat-footed 50</p><p><strong>BAB/ Grapple: </strong> +58/+78</p><p><strong>Attack: </strong> <em>+8 speed, unholy power, wounding, vile, huge triple flail, Flail of the Gnoll Prince </em>+85 melee (3d6 + 40 + 3d6 unholy damage +1 Con +1 vile/17-20 (for each of the 1d3 heads), or <em>+6 speed, vile, large longbow, Ghoul Bow</em> +74 ranged (2d6 + 24 +1 vile plus paralysis for 1d6 rounds (Fort DC 50 negates)), or Fangs of the Ghoul (bite) +73 melee (1d8 + 16 plus Ghoul Fever (Fort DC 54 negates))</p><p><strong>Full attack:</strong> <em>+8 speed, unholy power, wounding, vile, huge triple flail, Flail of the Gnoll Prince </em>+85/+85/+80/+75/+70 melee (3d6 + 40 + 3d6 unholy damage +1 Con +1 vile/17-20 (for each of the 1d3 heads), and Fangs of the Ghoul (bite) +73 melee (1d8 + 16 plus Ghoul Fever (Fort DC 54 negates)), and tail slap +68 melee (1d8 + 8 ), OR +<em>6 speed, vile, large longbow, Ghoul Bow </em>+74/+74/+69/+64/+59 ranged (2d6 + 24 +1 vile plus paralysis for 1d6 rounds (Fort DC 50 negates)), </p><p><strong>Space/reach:</strong> 10 ft./10 ft.</p><p><strong>Special attacks:</strong> Breath Weapon, Spell Like-Abilities, Summon Ghouls, Summon Gnolls, Summon Tanar’ri</p><p><strong>Special qualities:</strong> Darkvision 60ft., DR 40/Epic Good and Cold Iron, Energy Resistance to Acid 50, Cold 40, Fire 40, Immunity to Electricity and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Ghoul Fever, Mind- Affecting Effects, Paralysis, Petrification, and Polymorphing, Ravaged Form (Fangs of the Ghoul), Ravaged Form (Rancid Fur), Regeneration 15, Scent, SR 62, Telepathy 1000 ft., True Seeing</p><p><strong>Saves:</strong> Fort +46, Ref +51, Will +41</p><p><strong>Abilities:</strong> Str 42 , Dex 39, Con 40, Int 28, Wis 31, Cha 31</p><p><strong>Skills:</strong> Balance +75, Climb +77 , Concentration +76, Diplomacy +71, Escape Artist +75, Hide +71, Intimidate +71, Jump + 104, Knowledge(nature) +70, Knowledge (the planes) +70, Listen +71, Move Silently +75, Search +70, Sense Motive +71, Spellcraft +, Spot +71, Tumble +77, </p><p><strong>Feats:</strong> Acrobatic, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Greater Weapon Focus (longbow), Greater Weapon Specialization (longbow), Greater Weapon Focus (triple flail), Greater Weapon Specialization (triple flail), Improved Critical (triple flail), Improved Initiative, , Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Focus (longbow), Weapon Specialization (longbow), Weapon Focus (triple flail), Weapon Specialization (triple flail), Whirlwind Attack </p><p><strong>Epic Feats:</strong> Dire Charge, Epic Reflexes, Epic Toughness (x8 ), Epic Weapon Focus (triple flail), Epic Weapon Specialization (triple flail), Superior Initiative, </p><p><strong>Environment:</strong> Yeenoghu’s Realm (Abyss)</p><p><strong>Organization:</strong> Solitary (unique) or Hunting Group (Yeenoghu, 10 half-fiend gnolls (ranger 18 ), and 30 Ghasts)</p><p><strong>CR:</strong> 49</p><p><strong>Treasure:</strong> <em>Flail of the Gnoll Prince, Ghoul Bow, +6 acid warding, moderate fortification scale mail</em></p><p><strong>Alignment:</strong>Chaotic Evil</p><p></p><p>(flavor coming)</p><p></p><p><strong>Combat:</strong> Yeenoghu always starts the battle by casting bull’s strength on himself. Afterwards, he charges into melee combat with the closest opponent. However, Yeenoghu is no fool. If outnumbered he won’t hesistate to summon gangs of ghouls, gnolls, tanar’ri, even the Ghoul King himself. And for those who wish to flee Yeenoghu’s savagery, will be subject to ranged attacks from his <em>Ghoul Bow</em>.</p><p></p><p><strong>Breath Weapon (Su): </strong> Yeenoghu can spit fort green and yellow acid in a 60 ft cone. It deals 15d8 points of acid damage and 2d6 Con damage. Reflex save DC 54 halves. If this ability reduces a creatures Con to 0, they die and rise up in the following round as a ghast. They follow Yeenoghu’s every order. They also retain half their HD, even if it exceeds the normal limit of a ghast. Only a miracle or wish spell followed by a raise dead spell can bring the creature back to life. If successful, the creature returns to normal and has 1 hp and its Con score is 1. From that point, the creature can be healed normally. Yeenoghu must wait 1d4 rounds between each use. The save is Con-based.</p><p></p><p><strong>Ravaged Form (Fangs of the Ghoul): </strong> Yeenoghu’s fangs are black and rotten. Those bitten by these black fangs contract a potent Ghoul Fever – incubation period injury; initial damage 3d6 Con; secondary damage 3d6 Dex. Fort save DC 54 halves. The save is Con-based.</p><p></p><p><strong>Ravaged Form (Rancid Fur): </strong> Any creature within a 30 ft. radius of Yeenoghu must succeed a Fort save DC 54 or be nauseated for 2d6 rounds. After leaving the radius, the creature automatically falls prone for 1 round. As a standard action, Yeenoghu can shake his fur, similar to a wet dog. This causes the caked blood to shake free from his mangy fur in the form of a mist spreading out up to a 60 ft. radius. This mist dissipates after 5 rounds. Those within range suffer the same effects as stated above. The save is Con-based. </p><p></p><p><strong>Spell Like-Abilities: </strong> CL 58th; DC 29 + spell level</p><p>At will: <em>acid fog, animate dead, astral projection, baleful, polymorph, blasphemy, bull’s strength, cat’s grace, charm monster, desecrate, detect law, detect good, detect magic, dominate monster, fly, ghoul touch, greater dispel magic, greater invisibility, greater teleport, magic circle against law, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, rage, restoration, resurrection, suggestion, symbol of pain, symbol of weakness, telekinesis unhallow, unholy aura, unholy blight</em></p><p>9/day: <em>destruction, greater restoration, true resurrection</em>. </p><p>3/day: <em>wish</em>.</p><p></p><p><strong>Summon Ghouls (Sp): </strong> 3/day, Yeenoghu can summon 7d6 ghasts. These ghasts have maximum hit points and a +15 profane bonus on turn resistance, AC, attack rolls, and damage rolls. </p><p>1/day, Yeenoghu can summon Doresain, The King of Ghouls</p><p></p><p><strong>Summon Gnolls (Sp): </strong> 6/day, Yeenoghu can summon 11d6 gnolls or 3d6 fiendish gnolls (ranger 15)</p><p></p><p><strong>Summon Tanar’ri (Sp): </strong> 3/day, Yeenoghu can summon 5d6 bulezaus.</p><p></p><p><strong>Possessions: </strong> Yeenoghu carries these weapons everywhere he goes. He also wears a <em>+6 acid warding, moderate fortification scale mail</em> at all times.</p><p></p><p><strong>Flail of the Gnoll Prince: </strong>This bronze triple flail has a fiendish design and ends in three spiky gnoll skulls. It functions as a <em>+8 speed, unholy power, wounding, vile, huge heavy flail</em>. Each time he scores a hit, he must roll 1d3 to determine how many heads strike his target. If more than one head hits the same target, the victim must succeed a Will save DC 55 or be confused for 5d4 rounds. If all three heads hit the same target, the victim must make a Fortitude save DC 55 or be paralyzed for 2d4 rounds. Only Yeenoghu can activate the powers of this weapon. Both DC’s are Str-based.</p><p></p><p><strong>Ghoul Bow: </strong> This longbow appears normal except for the middle, which is fashioned into the shape of a ghoul. The arrowheads are black and secreted in a liquid that causes paralysis. It functions as a <em>+6 speed, vile, large longbow.</em> Those struck by these arrows must succeed a Fort save DC 50 or be paralyzed for 1d6 rounds.</p></blockquote><p></p>
[QUOTE="RAGNAROKISCOMING2007, post: 3917132, member: 50701"] [b]Yeenoghu, Prince of Gnolls Large Outsider (chaotic, evil, extraplanar, tanar’ri) [/b] [b]Symbol: [/b] A fiendish looking triple flail [b]Cosmic Rank: [/b] 10(Yeenoghu’s Realm) [b]HD:[/b] 58d8 + 870 + 160 (1,494 hp) [b]Initiative:[/b] +22 [b]Speed:[/b] 90 ft. [b]AC: [/b] 64 (+10 armor, +10 deflection, +14 Dex, +21 natural, -1 size) touch 33, flat-footed 50 [b]BAB/ Grapple: [/b] +58/+78 [b]Attack: [/b] [i]+8 speed, unholy power, wounding, vile, huge triple flail, Flail of the Gnoll Prince [/i]+85 melee (3d6 + 40 + 3d6 unholy damage +1 Con +1 vile/17-20 (for each of the 1d3 heads), or [i]+6 speed, vile, large longbow, Ghoul Bow[/i] +74 ranged (2d6 + 24 +1 vile plus paralysis for 1d6 rounds (Fort DC 50 negates)), or Fangs of the Ghoul (bite) +73 melee (1d8 + 16 plus Ghoul Fever (Fort DC 54 negates)) [b]Full attack:[/b] [i]+8 speed, unholy power, wounding, vile, huge triple flail, Flail of the Gnoll Prince [/i]+85/+85/+80/+75/+70 melee (3d6 + 40 + 3d6 unholy damage +1 Con +1 vile/17-20 (for each of the 1d3 heads), and Fangs of the Ghoul (bite) +73 melee (1d8 + 16 plus Ghoul Fever (Fort DC 54 negates)), and tail slap +68 melee (1d8 + 8 ), OR +[i]6 speed, vile, large longbow, Ghoul Bow [/i]+74/+74/+69/+64/+59 ranged (2d6 + 24 +1 vile plus paralysis for 1d6 rounds (Fort DC 50 negates)), [b]Space/reach:[/b] 10 ft./10 ft. [b]Special attacks:[/b] Breath Weapon, Spell Like-Abilities, Summon Ghouls, Summon Gnolls, Summon Tanar’ri [b]Special qualities:[/b] Darkvision 60ft., DR 40/Epic Good and Cold Iron, Energy Resistance to Acid 50, Cold 40, Fire 40, Immunity to Electricity and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Ghoul Fever, Mind- Affecting Effects, Paralysis, Petrification, and Polymorphing, Ravaged Form (Fangs of the Ghoul), Ravaged Form (Rancid Fur), Regeneration 15, Scent, SR 62, Telepathy 1000 ft., True Seeing [b]Saves:[/b] Fort +46, Ref +51, Will +41 [b]Abilities:[/b] Str 42 , Dex 39, Con 40, Int 28, Wis 31, Cha 31 [b]Skills:[/b] Balance +75, Climb +77 , Concentration +76, Diplomacy +71, Escape Artist +75, Hide +71, Intimidate +71, Jump + 104, Knowledge(nature) +70, Knowledge (the planes) +70, Listen +71, Move Silently +75, Search +70, Sense Motive +71, Spellcraft +, Spot +71, Tumble +77, [b]Feats:[/b] Acrobatic, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Greater Weapon Focus (longbow), Greater Weapon Specialization (longbow), Greater Weapon Focus (triple flail), Greater Weapon Specialization (triple flail), Improved Critical (triple flail), Improved Initiative, , Lightning Reflexes, Mobility, Power Attack, Spring Attack, Weapon Focus (longbow), Weapon Specialization (longbow), Weapon Focus (triple flail), Weapon Specialization (triple flail), Whirlwind Attack [b]Epic Feats:[/b] Dire Charge, Epic Reflexes, Epic Toughness (x8 ), Epic Weapon Focus (triple flail), Epic Weapon Specialization (triple flail), Superior Initiative, [b]Environment:[/b] Yeenoghu’s Realm (Abyss) [b]Organization:[/b] Solitary (unique) or Hunting Group (Yeenoghu, 10 half-fiend gnolls (ranger 18 ), and 30 Ghasts) [b]CR:[/b] 49 [b]Treasure:[/b] [i]Flail of the Gnoll Prince, Ghoul Bow, +6 acid warding, moderate fortification scale mail[/i] [b]Alignment:[/b]Chaotic Evil (flavor coming) [b]Combat:[/b] Yeenoghu always starts the battle by casting bull’s strength on himself. Afterwards, he charges into melee combat with the closest opponent. However, Yeenoghu is no fool. If outnumbered he won’t hesistate to summon gangs of ghouls, gnolls, tanar’ri, even the Ghoul King himself. And for those who wish to flee Yeenoghu’s savagery, will be subject to ranged attacks from his [i]Ghoul Bow[/i]. [b]Breath Weapon (Su): [/b] Yeenoghu can spit fort green and yellow acid in a 60 ft cone. It deals 15d8 points of acid damage and 2d6 Con damage. Reflex save DC 54 halves. If this ability reduces a creatures Con to 0, they die and rise up in the following round as a ghast. They follow Yeenoghu’s every order. They also retain half their HD, even if it exceeds the normal limit of a ghast. Only a miracle or wish spell followed by a raise dead spell can bring the creature back to life. If successful, the creature returns to normal and has 1 hp and its Con score is 1. From that point, the creature can be healed normally. Yeenoghu must wait 1d4 rounds between each use. The save is Con-based. [b]Ravaged Form (Fangs of the Ghoul): [/b] Yeenoghu’s fangs are black and rotten. Those bitten by these black fangs contract a potent Ghoul Fever – incubation period injury; initial damage 3d6 Con; secondary damage 3d6 Dex. Fort save DC 54 halves. The save is Con-based. [b]Ravaged Form (Rancid Fur): [/b] Any creature within a 30 ft. radius of Yeenoghu must succeed a Fort save DC 54 or be nauseated for 2d6 rounds. After leaving the radius, the creature automatically falls prone for 1 round. As a standard action, Yeenoghu can shake his fur, similar to a wet dog. This causes the caked blood to shake free from his mangy fur in the form of a mist spreading out up to a 60 ft. radius. This mist dissipates after 5 rounds. Those within range suffer the same effects as stated above. The save is Con-based. [b]Spell Like-Abilities: [/b] CL 58th; DC 29 + spell level At will: [i]acid fog, animate dead, astral projection, baleful, polymorph, blasphemy, bull’s strength, cat’s grace, charm monster, desecrate, detect law, detect good, detect magic, dominate monster, fly, ghoul touch, greater dispel magic, greater invisibility, greater teleport, magic circle against law, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, rage, restoration, resurrection, suggestion, symbol of pain, symbol of weakness, telekinesis unhallow, unholy aura, unholy blight[/i] 9/day: [i]destruction, greater restoration, true resurrection[/i]. 3/day: [i]wish[/i]. [b]Summon Ghouls (Sp): [/b] 3/day, Yeenoghu can summon 7d6 ghasts. These ghasts have maximum hit points and a +15 profane bonus on turn resistance, AC, attack rolls, and damage rolls. 1/day, Yeenoghu can summon Doresain, The King of Ghouls [b]Summon Gnolls (Sp): [/b] 6/day, Yeenoghu can summon 11d6 gnolls or 3d6 fiendish gnolls (ranger 15) [b]Summon Tanar’ri (Sp): [/b] 3/day, Yeenoghu can summon 5d6 bulezaus. [b]Possessions: [/b] Yeenoghu carries these weapons everywhere he goes. He also wears a [i]+6 acid warding, moderate fortification scale mail[/i] at all times. [b]Flail of the Gnoll Prince: [/b]This bronze triple flail has a fiendish design and ends in three spiky gnoll skulls. It functions as a [i]+8 speed, unholy power, wounding, vile, huge heavy flail[/i]. Each time he scores a hit, he must roll 1d3 to determine how many heads strike his target. If more than one head hits the same target, the victim must succeed a Will save DC 55 or be confused for 5d4 rounds. If all three heads hit the same target, the victim must make a Fortitude save DC 55 or be paralyzed for 2d4 rounds. Only Yeenoghu can activate the powers of this weapon. Both DC’s are Str-based. [b]Ghoul Bow: [/b] This longbow appears normal except for the middle, which is fashioned into the shape of a ghoul. The arrowheads are black and secreted in a liquid that causes paralysis. It functions as a [i]+6 speed, vile, large longbow.[/i] Those struck by these arrows must succeed a Fort save DC 50 or be paralyzed for 1d6 rounds. [/QUOTE]
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