• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project


log in or register to remove this ad


well, 60 is the "minimum" weight for medium creatures...

they could also be "supernaturally heavy" or something. i noticed both the mohrg and mummy are listed as 120, which i thought was rather heavy considering.
 
Last edited:

The morgh has that giant intestine-thing, which probably weighs a bit. ;)

But I'd agree they are a bit on the heavy side. 60 lbs. would be fine. The spores could be unusually dense. ;)
 

dense? duuuuuhhhh :) anyway, onto the last monster for this batch - the one you've all been waiting for! :D

Yugoloth, Baernaloth

--------------------------------------------------------------------------------

Large Outsider (Evil, Extraplanar)
Hit Dice: 11d8+22 (71 hp)
Initiative: +2 (Dex)
Speed: 30 ft
AC: 24 (-1 size, +2 Dex, +13 natural)
Attacks: 2 claws +13 melee, bite +7 melee
Damage: Claw 1d8+2, bite 2d6+1
Face/Reach: 5 ft by 10 ft/5 ft
Special Attacks: Spell-like abilities, reopen wounds
Special Qualities: DR 10/+1, close wounds, outsider traits, SR 21, yugoloth traits
Saves: Fort +9 Ref +9 Will +13
Abilities: Str 15 Dex 14 Con 14 Int 15 Wis 19 Chr 17
Skills: Climb +11, Concentration +14, Diplomacy +7, Gather Information +14, Intimidate +17, Knowledge (the planes) +12, Listen +13, Sense Motive +12, Spot +13
Feats: Iron Will, Power Attack, Weapon Focus (claw)

--------------------------------------------------------------------------------

Climate: Any land and underground (Hades)
Organization: Solitary
Challenge Rating: 09
Treasure: Standard (coins and gems only)
Alignment: Always neutral evil
Advancement: 12-22 HD (Large); 23-33 HD (Huge)

The baernaloth is an outcast among yugoloths. Some have speculated that it is not even a true yugoloth, or is of some sort of progenitor race to the yugoloths – the truth has been lost with time. They are always encountered alone, and most are reclusive and inactive. They live alone on the Gray Waste of Hades, not even associating with other yugoloths, and even lacking the power to summon them. Other yugoloths offer them a surprising amount of respect, for some unknown reason. It is said that they possess the mysteries and secrets of the yugoloth race.

A baernaloth is a tall, lanky creature, with long limbs. Its head is huge with large curving horns, and its mouth looks like that of a skeletal horse, with skin stretched over it. Its gray skin drips with pus, and its faraway, glassy yellow eyes ooze a revolting liquid. Though they travel alone most of the time, they occasionally take night hags or nightmares for companions.

Baernaloths see the main purpose for their existence as bringing misery and pain to lesser creatures. They are cold and emotionless, causing agony and anguish to all they meet. They enjoy coming up with new methods to bring physical and emotional pain to sentient creatures. Baernaloths sometimes go mad, and decide to try to control the events around them. They conquer and control the creatures of the Lower Planes, and plan the devastation of everything.


COMBAT
The baernaloth prefers to use its dangerous physical attacks to its spell-like abilities, as it has a power that allows its attacks to cause further damage. Surviving victims are often put into a dungeon, where the baernaloth will reopen and close its wounds over and over again. The baernaloth only uses its ability to close wounds to keep its victims alive, that it may continue to cause them pain. The baernaloth will not use this power if it feels it would be putting itself at risk by keeping opponents alive and healthy.

Spell-Like Abilities: At will – alter self, charm person, contagion, darkness, detect magic, discern lies, emotion, fear, minor image, produce flame, suggestion, teleport without error; 3/day – cloudkill, true seeing; 1/day – demand, symbol. Caster level 11th; save DC 10 + spell level.

Reopen Wounds (Su): 3 times per day, a baernaloth can cause wounds that it has created on victims to be revisited. The baernaloth can repeat any damage caused by its claws and bite attacks from one round, in the last 24 hours, causing the wounds to tear open agonizingly. Victims must be within a line of sight, and up to 30 feet away from the baernaloth. Thus, if a baernaloth inflicts 4 points of damage with a claw attack, 6 with another, and 10 points with its bite attack all in the same round to the same character, it can later use this ability to cause 20 points of damage to that same character. This ability is a free action and can be used in addition to any other attack. There is no saving throw against this ability.

Close Wounds (Su): Within a range of 30 feet, a baernaloth can instantly heal any amount of damage that it has inflicted on a creature with a physical attack. This is done at will, an unlimited number of times per day.

Outsider Traits: A baernaloth has darkvision (60-footrange). It cannot be raised or resurrected.

Yugoloth Traits: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 20. Yugoloths can communicate telepathically with any creature within 100 feet that has a language.

Originally found in the Planes of Conflict boxed set (1995).


obvious quick changes include fixing the SQ line, and moving things from the "outsider traits" and "yugoloth traits" entries to it. this one shouldn't take too long - it's from one of my last batches of 3.0 conversions. i'm glad they stopped putting the "traits" entries in - saves me a lot of typing (or copy & paste at least)! :D
 



Here is a revised spell-like abilities entry with save DCs.

Spell-Like Abilities: At will – alter self, charm person (DC 14), contagion (DC 17), darkness, detect magic, discern lies, emotion (?), fear (DC 17), greater teleport, minor image (DC 15), produce flame (DC 14), suggestion (DC 16); 3/day – cloudkill (DC 18), true seeing; 1/day – demand (DC 21), symbol(?). Caster level 11th. Save DCs are Charisma-based.

A couple of questions. The emotion and symbol spells were broken up into different spells. Do we want to give the baernoloth all of these? If not, which ones? The choices are:

Emotion (fear) -> gone
Emotion (frienship) -> gone
Emotion (hate) -> gone
Emotion (despair) -> Crushing Despair
Emotion (hope) -> Good Hope

Symbol (Discord) -> gone
Symbol (Hopelessness) -> gone
Symbol of Death
Symbol of Fear
Symbol of Insanity
Symbol of Pain
Symbol of Persuasion
Symbol of Sleep
Symbol of Stunning
 
Last edited:

crushing despair, yes; i could only see good hope being useful as a form of sadism (giving victims hope, then taking it away).

symbol - they all sound good, but we really only need two or three at most. maybe fear, insanity, and/or pain?
 

here are the original stats for comparison:

YUGOLOTH, GREATER - BAERNALOTH

CLIMATE/TERRAIN: The Gray Waste
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: High to exceptional (13-16)
TREASURE: R, H
ALIGNMENT: Neutral evil

NO. APPEARING: 1
ARMOR CLASS: -4
MOVEMENT: 12
HIT DICE: 11+22
THAC0: 9
No. OF ATTACKS: 3
DAMAGE/ATTACK: 1d8/1d8/2d6
SPECIAL ATTACKS: Spells, reopen wounds
SPECIAL DEFENSES: Spells, immunities
MAGIC RESISTANCE:
SIZE: L (8 feet tall)
MORALE: Elite (14)
XP VALUE: 19,000

Long, gangly limbs covered fly purulent gray flesh; an oversized, horned head with an obscene mouth comprising nothing but teeth And tongue; distant, glazed yellow eyes dripping fluid far more vile than tears - all these things are a baernaloth, yet it is more. The essence of the creature is callous detachment, never seeing the suffering and pain that it ceaselessly creates; an unending unsatiable need for misery and affliction; a monster that mechanically, methodically hurts, harms, foils, impairs, and hinders all other creatures.

In many ways, the baernaloths are the outcasts among the ranks of the yugoloths. They rarely associate with other yugoloths, and are always found on the Gray Waste, never on Gehenna, where so many of the others have migrated. Some people wonder if perhaps the baernaloths are not true yugoloths at all, but rather some older, even more primal creatures. If this is true, baernaloth and yugoloth alike are propagating some sort of intentional deception (not that such a thing is at all inconceivable).

As "greater" yugoloths, baernaloths may be the weakest of their type when it comes to sheer might. Nevertheless, they are afforded a great deal of respect from their kind (when the rare occasion occurs and they actually come upon other yugoloths) - far more than their physical or magical power would warrant, for reasons unknown.

COMBAT: In hand-to-hand combat, the baernaloth rakes with its savage claws (1d8 points of damage per strike) and tears at its foes with its huge mouth (2d6 points of damage). Baernaloths never use weapons or equipment of any kind, even magical items. Accompanying these physical attacks, however, are two strange powers relating to the baernaloth’s goal of causing pain and spreading misery. Three times per day, the creature can cause wounds created by his claws and mouth to worsen, tearing open painfully. With this attack, the baernaloth can wreak the same amount of damage that be has previously inflicted upon a victim in one round sometime during the last 24 hours. For example, if a baernaloth uses his claws and bite to inflict 13 points of damage upon a foe and then casts him into a dungeon, the baernaloth can return anytime within the next day and instantly inflict 13 additional points of damage upon that particular foe. There is no saving throw against this ability (although magic resistance still applies), but the target must be within 10 yards, and within sight. This ability can be used in addition to the baernaloth's normal attacks during a single round.

Conversely, a baernaloth can instantly heal any or all damage that it inflicts. This can be done as often its it likes, within a range of 10 yards. It uses this ability to keep captives -and even foes in battle - alive so that the fiend can continue to inflict pain. Obviously, the baernaloth is intelligent enough to keep from using this ability in a way which puts itself in jeopardy (by healing its opponents too much, for example).

In addition to the powers inherent to all yugoloths (alter self, cause disease, charm person, improved phantasmal force, produce flame, and teleport without error), baernaloths can use the following spell-like powers once per round, at will: darkness 15-foot radius, detect lie, detect magic, emotion, fear, suggestion, cloudkill (3 times/day), true seeing (3 times/day), symbol (1 time/day), and demand (1 time/day). As all yugoloths, baernaloths are immune to the effects of acid, magical and normal fire, iron weapons, and poison. They suffer only half normal damage from cold-based attacks. Magical weapons are required to harm a baernaloth.

HABITAT/SOCIETY: Usually found alone, baernaloths sometimes have nightmares or even night hags as companions. Baernaloths like to lair in twisted, forbidding towers in areas desolate even by the standards of the Gray Waste. Although the arcanaloths are the scholars and record-keepers of' the yugoloth ranks, baernaloths are said to be in the possession of mysterious and varied secrets. They certainly seem to know more about fiends of all types, and lower-planar creatures in general than any other singular source. More than anything else, though, baernaloths, see their place in the scheme of things as bringers of misery and pain. They specialize in torture, not as a means of interrogation, but as agony for agony's sake.

Emotionlessly, coldly, they bring anguish upon others. Oftentimes they find means other than simple physical pain to accomplish this end. Baernaloths seem to relish foiling well-laid plans, spreading vicious lies, and revealing sinister secrets in order to cause dismay. All the while, these creatures of evil stare at their victims with a chillingly disturbing detachment. Baernaloths take no apparent pleasure in their work, yet certainly show no regret.

ECOLOGY: Rellian Whi'ys was a sage and scholar whose theories on the planes are still studied by today's learned scholars. In her treatises on the Lower Planes, she contemplated the fiends that inhabited them as a whole. The tanar'ri site saw as the destroyers, tearing apart things both literally and morally. The baatezu, she said, were the subjugators, again both in a literal sense and morally as well. These she saw as the ends of the dark spectrum of evil. (The organization among the tanar'ri ranks and the destructive nature of many baatezu are, of course, convincing arguments that her theories are far too simplistic).

The yugoloths, Rellian thought, were the true force of pure evil on the Lower Planes. She saw them as a representation of suffering (at worse) and cold, unfeeling detachment (at best). The baernaloths, perhaps more than the rest of their brethren, epitomize Rellian's views of the universe. They see the actions taken by the other yugoloths, making moves to control things around them, and scoff at their plans and schemes.

Strangely, The Book of Keeping makes no mention whatsoever of the baernaloth.

+ THE DEMENTED +
Apparently, madness is not an affliction to which baernaloths are immune. It is unusual, but not unknown, to see a baernaloth commanding a brigade of mixed fiends in a Blood War skirmish. Likewise, at least one baernaloth serves as advisor and confidant to the most prominent ultroloth masters. These baernaloths are referred to as the Demented. Their madness is not a raving, hysterical insanity, but an insidious, mind-altering malady.

The Demented, individually or in a group, decide that they are going to attempt to control the events around them, subtly subjugating the creatures of the Lower Planes while plotting the destruction of all things. Somehow, they have decided to embrace both of the ends of the ethical spectrum, seeking rigid order and utter devastation at the same time. Although they are the exceptions (to what are already the exceptions among yugoloths) these baernaloths are actually the ones most likely to be encountered by player characters, since most baernaloths are reclusive and generally inactive.
 

Into the Woods

Remove ads

Top