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<blockquote data-quote="Slaadmaster" data-source="post: 1550683" data-attributes="member: 13272"><p>May i introduce you all to Jerry the... oops wrong one <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> . [Ahem] I mean Yazrath the Hand of Yeenghou (hope u all kinda like it)</p><p></p><p>Yazrath Hand of Yeenghou</p><p> </p><p>Medium Outsider (Augmented Monstrous Humanoid, Native)</p><p>Gnoll Ftr4 + Tauric (Large Monstrous Spider) + Monster of Legend + Half-Fiendish + Multiheaded (2 Heads Total)</p><p>Hit Dice: 12D8+96 (151hp)</p><p>Initiative: +12</p><p>Speed: 30 ft., fly 30ft (average). (both 6 squares)</p><p>Armour Class: 27 (+9 natural, +8 dex)</p><p>Base Attack/Grapple: +12/+26</p><p>Attack: +4 Greataxe +26 melee (1d12+13/x3) or 2 claws +21 (1d6+9) or 2 bites +21 (1D4+9)</p><p>Full Attack: +4 Greataxe +26 melee (1d12+13/x3) and bite +21 (1D4+4) or 2 claws +21(1D6+9) and bite +21 (1D4+4) or 2 bites +21 (1D4+9) and claw +21 (1D6+4)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Breath weapon (lightning 15ft cone, 3D6), web, smite good, spell-like abilities</p><p>Special Qualities: Darkvision 90 ft, tremorsense 60ft, Haste, Fast Healing 5, immunities and resistances, DR 5/magic, magic natural weapons, SR 20</p><p>Saves: Fort +17, Ref +9, Will +5</p><p>Abilities: Str 29, Dex 27, Con 26, Int 14, Wis 13, Cha 16</p><p>Skills: Spot +17, Listen +17, Move Silently +22, Climb +23, Handle Animal +14, Hide +24, Jump +23, Swim +16, Knowledge (Underdark) +9(.5) Knowledge (Abyss) +5(.0)</p><p>Feats: Power Attack, Skill Focus (Hide), Weapon Focus (Greataxe), Improved Initiative (B), Improved Multiattack (B), Combat Reflexes, Weapon Focus (Greataxe)</p><p>Environment: Underdark or the Abyss</p><p>Organization: Unique</p><p>Challenge Rating: 12</p><p>Treasure: Standard</p><p>Alignment: Chaotic Evil</p><p>Advancement: By character class (Fighter)</p><p></p><p></p><p>Hated and feared by his creators, driven by fury and self-loathing: the abomination that is known as Yazrath, the Hand of Yeenghou, is both a fearsome and amazing beast to behold. His head is like that of a gnoll -albeit a huge, fearsome and ultimately fiendish gnoll- with eyes like burning coals and skin as black as night. A fiery red mane of hair goes down his back, eventually becoming a set of short spines that travel down his back and between his massive wings. The wings themselves are akin to those of a bat (or more precisely: a demon) and are coloured like ebony spattered with crimson blood. The beast’s torso and arms are covered in long black hair and patches of hard black and spined scales. Yazrath’s hands each bare 4 long, twisted fingers tipped with wicked, serrated claws and a curved hook similar to a humanoid thumb. Yazrath’s legs are strange and seem to be in glaring inconsistency with the rest of him, a result of the foul ritual that created him. From the waste down he is identical to a large, sleek and again ebony black spider: complete with eight long hairy and hooked legs. The very air around the demon seems to buzz and a multitude of tiny spiders constantly crawl around, over and in him – burrowing their way through his putrid skin. Darkness surrounds him such as is much greater than a mere shadow; a huge, pulsing, almost living darkness…</p><p></p><p>Many years ago and many miles under the surface of the world in the vast network of caverns known collectively as the Underdark, an evil was born. Deep in the depths of a now unknown drow city a cabal of mages had gathered: each crazed with power and magic. Gathered also were a sect of priestesses going against their hatred of the ‘inferior’ males in search of true power and glory. On that night evil was done…</p><p></p><p>Yazrath was once a gnoll warrior dedicated to the service of his patron Yeenghou – A fearsome warrior, but no more than that. Long had he and his fellows languished in the city of the drow as slaves viewed not even as property but as less, creatures not deserving life itself. That was before the ritual. Yazrath was taken far down into the undercaverns of the city to a place pulsating with evil and saturated in magic. Here in a long, foul and forbidden ritual he was bonded to a spider –the sacred creature of Lolth, cruel matriarch of the drow– using the collective power of the magic–wielders. Yazrath of course could not possibly survive the process and as he writhed and twisted –looking in horror at the spider that was sinking into the now–atrophied remains of his legs– began to die. This of course could not be permitted and at that moment a gate was torn in the tangible darkness that surrounded the room: a gate to the heart of the abyss. Through that gate a writhing mass of darkness and fire came and plunged into the dying gnoll burning away at his spirit and his very soul. The sheer pain of it caused Yazrath to wail once more and spew up more blood before passing out.</p><p></p><p>When he re–awoke though the once–gnoll felt exhilarated and enraged and he let out another wail –this time of anger and bloodlust rather than pain– before ripping free of the chains that constrained him. He butchered the foolish magic–users and made his way out of the city leaving a trail of death, blood and destruction deep into the bowels of the Underdark.</p><p></p><p>It was there he languished for many years filled with self–pity, hate and self–loathing catching a stray orc or occasionally drow to sate his hunger until may years later his consciousness and former –albeit limited– intellect awoke. Fuelled by his hate of his creators and a sort of divine ecstasy he pledged his loyalty once more to Yeenghou and charged back through the tunnels of the Underdark to his ‘birthplace’ with bloody revenge on his mind. The result was a massacre – the drow were unaware and unprepared and the attack sparked off a major slave revolt which Yazrath (newly self–named the Hand of Yeenghou) and a newly formed legion of gnolls and members of the other slave races could take advantage of. The following debacle was noticed by none other than Yeenghou himself who swept away his servant and his gnoll army to his realm in the Abyss where he made him his lieutenant and ‘Strong Left Hand’.</p><p></p><p>Since then the blood–crazed creature has waged an unholy crusade on all enemies of the Gnoll–Lord both in the Underdark and in the Abyss. He leaves no survivors… </p><p></p><p>COMBAT</p><p></p><p>Web (Ex): Yazrath -like a monstrous spider- can generate a web, 8 times per day. A single strand is strong enough to support him and one creature of the same size. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. </p><p>Yazrath can also create sheets of sticky webbing from 5 to 60 feet square. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Yazrath can navigate his web without getting stuck with (in his case) successful climb checks. Each 5-foot section has the hit points given below, and sheet webs have damage reduction 5/—.</p><p>Yazrath can pinpoint the location of any creature touching his web. The escape artist check for Yazrath’s web is 13 and the break DC is 17. The web itself has 12 hit points (in a sheet, 12hp per 5ft section).</p><p></p><p>Tremorsense (Ex): Yazrath can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with his webs.</p><p></p><p>Breath Weapon (Su): Every 1D4 rounds, Yazrath can use his breath weapon, a cone of lightning and electrical charge (a 15ft cone, 3D6 damage). A target can make a reflex save at DC 21 (DC 10 + 1/2 HD [5] + Con Mod [6]). Due to the fact that Yazrath is multiheaded this attack may be used twice on every round it is active and can be aimed in different directions</p><p></p><p></p><p>Fast Healing 5 (Ex): Yazrath regains lost hit points at a rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst or suffocation and does not allow the re-growth or re-attachment of body parts.</p><p></p><p>Haste (Su): Yazrath is supernaturally quick and can take an extra partial action each round as if under the effect of a haste spell.</p><p></p><p>Smite Good (Su): Once per day Yazrath can make a normal melee attack against a good foe with +10 (his HD) bonus to damage.</p><p></p><p>Spell-Like Abilities (Sp): Yazrath can make use of the following spell-like abilities with a caster level of 10. The DC for the abilities is DC 13 + the level of the spell:</p><p>3/day-- darkness, poison. 1/day-- contagion, desecrate, unholy blight.</p><p></p><p>Immunities & Resistances: Yazrath is immune to poison and has resistance 10 to acid, cold, electricity and fire.</p><p></p><p>Magic Natural Weapons: For the purposes of overcoming damage reductions Yazrath’s natural weapons should be treated as magic.</p></blockquote><p></p>
[QUOTE="Slaadmaster, post: 1550683, member: 13272"] May i introduce you all to Jerry the... oops wrong one ;) . [Ahem] I mean Yazrath the Hand of Yeenghou (hope u all kinda like it) Yazrath Hand of Yeenghou Medium Outsider (Augmented Monstrous Humanoid, Native) Gnoll Ftr4 + Tauric (Large Monstrous Spider) + Monster of Legend + Half-Fiendish + Multiheaded (2 Heads Total) Hit Dice: 12D8+96 (151hp) Initiative: +12 Speed: 30 ft., fly 30ft (average). (both 6 squares) Armour Class: 27 (+9 natural, +8 dex) Base Attack/Grapple: +12/+26 Attack: +4 Greataxe +26 melee (1d12+13/x3) or 2 claws +21 (1d6+9) or 2 bites +21 (1D4+9) Full Attack: +4 Greataxe +26 melee (1d12+13/x3) and bite +21 (1D4+4) or 2 claws +21(1D6+9) and bite +21 (1D4+4) or 2 bites +21 (1D4+9) and claw +21 (1D6+4) Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon (lightning 15ft cone, 3D6), web, smite good, spell-like abilities Special Qualities: Darkvision 90 ft, tremorsense 60ft, Haste, Fast Healing 5, immunities and resistances, DR 5/magic, magic natural weapons, SR 20 Saves: Fort +17, Ref +9, Will +5 Abilities: Str 29, Dex 27, Con 26, Int 14, Wis 13, Cha 16 Skills: Spot +17, Listen +17, Move Silently +22, Climb +23, Handle Animal +14, Hide +24, Jump +23, Swim +16, Knowledge (Underdark) +9(.5) Knowledge (Abyss) +5(.0) Feats: Power Attack, Skill Focus (Hide), Weapon Focus (Greataxe), Improved Initiative (B), Improved Multiattack (B), Combat Reflexes, Weapon Focus (Greataxe) Environment: Underdark or the Abyss Organization: Unique Challenge Rating: 12 Treasure: Standard Alignment: Chaotic Evil Advancement: By character class (Fighter) Hated and feared by his creators, driven by fury and self-loathing: the abomination that is known as Yazrath, the Hand of Yeenghou, is both a fearsome and amazing beast to behold. His head is like that of a gnoll -albeit a huge, fearsome and ultimately fiendish gnoll- with eyes like burning coals and skin as black as night. A fiery red mane of hair goes down his back, eventually becoming a set of short spines that travel down his back and between his massive wings. The wings themselves are akin to those of a bat (or more precisely: a demon) and are coloured like ebony spattered with crimson blood. The beast’s torso and arms are covered in long black hair and patches of hard black and spined scales. Yazrath’s hands each bare 4 long, twisted fingers tipped with wicked, serrated claws and a curved hook similar to a humanoid thumb. Yazrath’s legs are strange and seem to be in glaring inconsistency with the rest of him, a result of the foul ritual that created him. From the waste down he is identical to a large, sleek and again ebony black spider: complete with eight long hairy and hooked legs. The very air around the demon seems to buzz and a multitude of tiny spiders constantly crawl around, over and in him – burrowing their way through his putrid skin. Darkness surrounds him such as is much greater than a mere shadow; a huge, pulsing, almost living darkness… Many years ago and many miles under the surface of the world in the vast network of caverns known collectively as the Underdark, an evil was born. Deep in the depths of a now unknown drow city a cabal of mages had gathered: each crazed with power and magic. Gathered also were a sect of priestesses going against their hatred of the ‘inferior’ males in search of true power and glory. On that night evil was done… Yazrath was once a gnoll warrior dedicated to the service of his patron Yeenghou – A fearsome warrior, but no more than that. Long had he and his fellows languished in the city of the drow as slaves viewed not even as property but as less, creatures not deserving life itself. That was before the ritual. Yazrath was taken far down into the undercaverns of the city to a place pulsating with evil and saturated in magic. Here in a long, foul and forbidden ritual he was bonded to a spider –the sacred creature of Lolth, cruel matriarch of the drow– using the collective power of the magic–wielders. Yazrath of course could not possibly survive the process and as he writhed and twisted –looking in horror at the spider that was sinking into the now–atrophied remains of his legs– began to die. This of course could not be permitted and at that moment a gate was torn in the tangible darkness that surrounded the room: a gate to the heart of the abyss. Through that gate a writhing mass of darkness and fire came and plunged into the dying gnoll burning away at his spirit and his very soul. The sheer pain of it caused Yazrath to wail once more and spew up more blood before passing out. When he re–awoke though the once–gnoll felt exhilarated and enraged and he let out another wail –this time of anger and bloodlust rather than pain– before ripping free of the chains that constrained him. He butchered the foolish magic–users and made his way out of the city leaving a trail of death, blood and destruction deep into the bowels of the Underdark. It was there he languished for many years filled with self–pity, hate and self–loathing catching a stray orc or occasionally drow to sate his hunger until may years later his consciousness and former –albeit limited– intellect awoke. Fuelled by his hate of his creators and a sort of divine ecstasy he pledged his loyalty once more to Yeenghou and charged back through the tunnels of the Underdark to his ‘birthplace’ with bloody revenge on his mind. The result was a massacre – the drow were unaware and unprepared and the attack sparked off a major slave revolt which Yazrath (newly self–named the Hand of Yeenghou) and a newly formed legion of gnolls and members of the other slave races could take advantage of. The following debacle was noticed by none other than Yeenghou himself who swept away his servant and his gnoll army to his realm in the Abyss where he made him his lieutenant and ‘Strong Left Hand’. Since then the blood–crazed creature has waged an unholy crusade on all enemies of the Gnoll–Lord both in the Underdark and in the Abyss. He leaves no survivors… COMBAT Web (Ex): Yazrath -like a monstrous spider- can generate a web, 8 times per day. A single strand is strong enough to support him and one creature of the same size. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Yazrath can also create sheets of sticky webbing from 5 to 60 feet square. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Yazrath can navigate his web without getting stuck with (in his case) successful climb checks. Each 5-foot section has the hit points given below, and sheet webs have damage reduction 5/—. Yazrath can pinpoint the location of any creature touching his web. The escape artist check for Yazrath’s web is 13 and the break DC is 17. The web itself has 12 hit points (in a sheet, 12hp per 5ft section). Tremorsense (Ex): Yazrath can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with his webs. Breath Weapon (Su): Every 1D4 rounds, Yazrath can use his breath weapon, a cone of lightning and electrical charge (a 15ft cone, 3D6 damage). A target can make a reflex save at DC 21 (DC 10 + 1/2 HD [5] + Con Mod [6]). Due to the fact that Yazrath is multiheaded this attack may be used twice on every round it is active and can be aimed in different directions Fast Healing 5 (Ex): Yazrath regains lost hit points at a rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst or suffocation and does not allow the re-growth or re-attachment of body parts. Haste (Su): Yazrath is supernaturally quick and can take an extra partial action each round as if under the effect of a haste spell. Smite Good (Su): Once per day Yazrath can make a normal melee attack against a good foe with +10 (his HD) bonus to damage. Spell-Like Abilities (Sp): Yazrath can make use of the following spell-like abilities with a caster level of 10. The DC for the abilities is DC 13 + the level of the spell: 3/day-- darkness, poison. 1/day-- contagion, desecrate, unholy blight. Immunities & Resistances: Yazrath is immune to poison and has resistance 10 to acid, cold, electricity and fire. Magic Natural Weapons: For the purposes of overcoming damage reductions Yazrath’s natural weapons should be treated as magic. [/QUOTE]
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