Gacholoth Conversion
Let me hijack this thread just for a moment to post my conversion of the Gacholoth and possibly save Boz some effort.
Yugoloth - Gacholoth
Large Outsider (Evil)
Hit Dice: 9d8 +9 (49 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 60 ft., Climb 30 ft.
AC: 20 (-1 size, +3 Dexterity, +8 natural)
Attacks: Claws +15/+10 melee; or bite +15/+10 melee
Damage: Claws 1d6 +6; bite 1d8 +6
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, poison, frightful presence
Special Qualities: Damage reduction 10/+1, SR 23, yugoloth qualities, darkvision 90 ft.
Saves: Fort +7, Ref +9, Will +6
Abilities: Str 21, Dex 16, Con 13, Int 12, Wis 10, Cha 14
Skills: Balance +15, Climb +23, Escape Artist +9, Hide +12, Intimidate +14, Jump +12, Listen +5, Move Silently +13, Spot +12
Feats: Dodge, Mobility, Improved Initiative
Climate/Terrain: Any land or underground
Organization: Solitary or gang (2-4)
Challenge Rating: 8
Treasure: Standard
Alignment: Always neutral evil
Advancement Range: 10-19 HD (Large), 20-27 HD (Huge)
Gacholoths are the infiltrators and terrorists of the Blood War, using their abilities to cause havoc and spread panic behind enemy lines. They spend months, years, even centuries serving in their temporary masters’ armies with (apparently) unquestionable loyalty while secretly waiting for the best moment to reveal their true allegiance and begin their reign of slaughter and terror.
Gacholoths have a roughly humanoid appearance, their bodies as black as the hells from which they come. They have four long and powerful legs, each tipped with three sharp claws to aid in climbing. Their well-muscled torsos have two arms, each ending in four fingers tipped with savage, retractable claws. Their heads resemble those of monstrous sahuagin, with long fangs and cold, inhuman eyes.
Gacholoths communicate using telepathy.
Combat
Gacholoths are truly terrifying in battle. Their four legs enable them to move with blinding speed on any surface, climbing walls and ceilings without hindrance. They can fight from any angle, even hanging upside down. Gacholoths strike swiftly and savagely before their victims can react, then immediately withdraw from combat to hide until another opening presents itself.
Spell-like abilities: At will - cause fear, darkness, produce flame, mirror image, feather fall. These abilities are as the spells cast as a 9th-level sorcerer (save DC = 12 + spell level).
Once per day, a gacholoth can use teleport without error (self plus 50 pounds of objects only) as the spell cast by a 12th-level sorcerer.
Poison (Ex): A gacholoth’s claws secrete a stinging venom. On a successful claw attack, the victim must make a Fort save (DC 15) or suffer 1d2 temporary Con damage.
Frightful presensce (Ex): Anyone who faces a gacholoth attack for the first time (whether hit or not) must make a Will save (DC 16) suffer from a form of attack shock. Affected creatures are frightened for 1d6 rounds. Any subsequent attacks by the same gacholoth will not cause attack shock.
Immunities (Ex): Gacholoths are immune to poison and acid.
Resistances (Ex): Gacholoths have cold, fire, and electricity resistance 20.
Telepathy (Ex): Gacholoths can communicate with any creature with a language within 100 feet.
Skills: Gacholoths receive a +8 racial bonus to Climb checks.