Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
BOZ now taking requests for conversions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="BV210" data-source="post: 505820" data-attributes="member: 1534"><p><strong>Gacholoth Conversion</strong></p><p></p><p>Let me hijack this thread just for a moment to post my conversion of the Gacholoth and possibly save Boz some effort.</p><p></p><p>Yugoloth - Gacholoth</p><p></p><p>Large Outsider (Evil)</p><p>Hit Dice: 9d8 +9 (49 hp)</p><p>Initiative: +7 (Dex, Improved Initiative)</p><p>Speed: 60 ft., Climb 30 ft.</p><p>AC: 20 (-1 size, +3 Dexterity, +8 natural)</p><p>Attacks: Claws +15/+10 melee; or bite +15/+10 melee</p><p>Damage: Claws 1d6 +6; bite 1d8 +6</p><p>Face/Reach: 5 ft. by 5 ft./10 ft.</p><p>Special Attacks: Spell-like abilities, poison, frightful presence</p><p>Special Qualities: Damage reduction 10/+1, SR 23, yugoloth qualities, darkvision 90 ft.</p><p>Saves: Fort +7, Ref +9, Will +6</p><p>Abilities: Str 21, Dex 16, Con 13, Int 12, Wis 10, Cha 14</p><p>Skills: Balance +15, Climb +23, Escape Artist +9, Hide +12, Intimidate +14, Jump +12, Listen +5, Move Silently +13, Spot +12</p><p>Feats: Dodge, Mobility, Improved Initiative</p><p></p><p>Climate/Terrain: Any land or underground</p><p>Organization: Solitary or gang (2-4)</p><p>Challenge Rating: 8</p><p>Treasure: Standard</p><p>Alignment: Always neutral evil</p><p>Advancement Range: 10-19 HD (Large), 20-27 HD (Huge)</p><p></p><p> 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.</p><p> 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.</p><p> Gacholoths communicate using telepathy.</p><p></p><p>Combat</p><p> 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. </p><p> 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).</p><p> 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.</p><p> 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.</p><p> 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.</p><p> Immunities (Ex): Gacholoths are immune to poison and acid.</p><p> Resistances (Ex): Gacholoths have cold, fire, and electricity resistance 20.</p><p> Telepathy (Ex): Gacholoths can communicate with any creature with a language within 100 feet.</p><p> Skills: Gacholoths receive a +8 racial bonus to Climb checks.</p></blockquote><p></p>
[QUOTE="BV210, post: 505820, member: 1534"] [b]Gacholoth Conversion[/b] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
BOZ now taking requests for conversions
Top