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looks like we can expect a long wait to hear back about this. what do you all want to do in the meantime? should we start a new set of queries, or do you want to wait until we get some word before working on more?
 


OK, sounds good enough to me... who's our first taker? ;) pick 5 (or fewer) queries from ones already suggested, or from your own ideas. Let us know which ones you want to do, and we'll help you set up the queries. Then, we'll move onto another person until every interested party has sent in a query. At that point, well, I guess we'll all just wait and you post somewhere in this forum when you get word back from WotC. Even if, as we are now aware it can, it takes months. :p

If there are any article ideas you'd like to work on totally on your own that's fine - just let us know so no one else tries to work with it, and submit this idea separately from any you'd be working on with the rest of us.
 


OK, we have a winner! And not surprisingly, Shade is our first volunteer.

OK Shade, here is what you have to work with, based on what you posted above:

Shade said:
Demons, Baby! Bulezau, Molydeus, Spider-Demons.

Yugolothsome: Baernaloth, Dergholoth, Gacholoth, Guardian, Hydroloth, Yagdoo.

Lords of the Elements: The Archomentals: Ben-Hadar, Chan, Cryonax, Ogremoch, Olhydra, Sunnis, Yan-C-Bin, Zaaman Rul, and Imix (I know he was statted in RTTTOEE, but he was awfully weak in comparison to later elementals that have been released).

Regarding the Yugoloths, I have to inform you that Yagdoo is indeed merely an individual least guardian yugoloth rather than a separate type. Skimming his background info, it seems he has spent 800 years wandering the wastelands and has gone insane. He has the same stats as one of his kind, but has gained a few skills and powers, including the ability to Hide and Move Silently 95% of the time (would be a skill bonus now), ventriloquism, increased Speed and Jumping bonus, and edged weapons shatter upon hitting him. If you want, I can give you more info on him, but I wouldn't make him much more than a footnote or a stat block.

You can add Anthraxus, Charon, or other yugo lords from Dragon annual 1, and/or make up some new yugo types.


For Archomentals, looks like you have things pretty well wrapped up.


For Demons, you might want to do like I suggested before and separate the Spyder-Demons from the regular demons, adding in Miska and the Queen.

For the regular demons, besides Bulezau and Molydeus, you have some other Arch-demons that haven't been converted, and of course we can always make up some new demons. :)


As to the style of writing you apply to the query, this is up to you. Keep it as brief or extensive as you wish, and take whatever help or suggestions people here can offer you. If you need more information on some of these creatures, I can help you there.

You may want to consider a thread in General asking "do you know of any other demons or yugoloths that haven't been converted yet?" to make sure we have them all covered. That, and we can brainstorm for ideas on new fiends.
 


OK, starting with the yugoloths:

Baernaloth (Outsider, CR 9?)
This tall, lanky creature has long, gangly 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 glazed, glassy yellow eyes ooze a revolting liquid.

Outcast yugoloths, rumored to be progenitors of the race, baernaloths are demented masters of pain. A baernaloth has the ability to reopen and close wounds it has inflicted, and has a host of spell-like abilities.
Originally found in Planes of Conflict.

I have given this alot of thought, and I am convinced that now is the time to attempt to grant these guys the stats to match their legendary power. They are suppost to be the creators of the yugoloth race, and rumored to have created all the fiends and the Blood War. They are supposedly near-deity in status. And yet, they aren't much tougher than a mezzoloth!

The way I see it, we have several options to rectify this problem.

1.) Stick with the baernaloth as written, but create a greater version ("ancient baernaloth" or somesuch), advanced to CR 20, similar to many of the monster entries in recent WOTC products. For an example, see the nycaloth commander in MMIII.

2.) Ditch the CR 9 version altogether, and simply power 'em up so that the weakest is on par with a balor or pit fiend. There is precedent for this...check out the power inflation of the arcanaloth between 2E and 3E.

3.) Do nothing, stick with the CR 9 version, and continue to read the streams of negative comments on messageboards about how they are too weak.

Dergholoth (Outsider, CR 10?)
Dergholoths have round bodies with five arms and three legs with insect-like heads. They attack with claws and manufactured weapons in any combination. They have a feeblemind special ability and spell-like abilities.
Originally found in the first edition Monster Manual 2.

Gacholoth (Outsider, CR 9)
This semi-humanoid creature has ebony black skin, and four long, powerful legs tipped with three sharp claws. Its muscular torso has two arms that end in sharply-clawed, four-fingered hands. Its triangular ears flare back from its bony skull, and its hairline recedes into a thick patch of dark hair. Its eyes are cold and inhuman. The creature’s sharp fangs protrude from its waiting mouth.

Gacholoths serve as infiltrators and saboteurs, using their great speed and manueverability to their advantage. Their claw attacks deal additional acid damage and have a frigtful presence ability, as well as a variety of spell-like abilities. Additionally, they can walk on walls and ceilings as easily as on the ground.
Originally found in Dungeon Magazine #49 and Monstrous Compendium Annual Four.

Guardian Yugoloths: These are not true yugoloths, just as bebliths are not true tanar'ri and kytons are not true baatezu. These creatures were created by the yugoloths as lesser servants for their mortal allies, and to serve in their stead when powerful wizards call upon them for favors. They are tied to a treasure, and must remain within 180 feet of it. All three versions have a cone of fire breath weapon, immunity to polymorph and mind-affecting abilities, and are immune to one or more forms of attack, randomly determined (including acid, cold, electricity, fire, sonic) or gains a different defensive special quality (such as damage reduction /slashing or /silver). Additionally, they have the ability to attempt to break the summoning, allowing them to attack the summoner.
Originally found in the first edition Fiend Folio and in the second edition Monstrous Manual.

Guardian, Least (Outsider, CR 3-5)
Although they can vary in size and form, most are horned and frog-like.

Guardian, Lesser (Outsider, CR 4-6)
Although they can vary in size and form, most are ape- or boar-like.

Guardian, Greater (Outsider, CR 5-7)
Looks like a gigantic, winged bear with ram horns protruding from its forehead, and talons for hands. Can use a suggestion spell-like ability at will.

Hydroloth (Outsider, CR 8?)
Hydroloths look like froglike humanoids with warty yellow skin. They are elite forces used for amphibious attacks and ambushes. They are immune to the effects of the River Styx. They have a spit attack that causes sleep, spell-like abilities, and can summon a Huge water elemental. They can also glide through the air using their skin flaps, but cannot truly fly.
Originally found in the first edition Monster Manual 2.

The hydroloth and dergholoth were supposed to be weaker than the mezzoloth, yet the 3.5 version of the mezzoloth is CR 6, whereas the conversions of the other two are higher. Additionally, the hydroloth is supposed to be better than the dergholoth. Although it has less Hit Dice, it had a higher XP Value and the flavor text indicates their superiority.
 
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Shade said:
I have given this alot of thought, and I am convinced that now is the time to attempt to grant these guys the stats to match their legendary power. They are suppost to be the creators of the yugoloth race, and rumored to have created all the fiends and the Blood War. They are supposedly near-deity in status. And yet, they aren't much tougher than a mezzoloth!

The way I see it, we have several options to rectify this problem.

1.) Stick with the baernaloth as written, but create a greater version ("ancient baernaloth" or somesuch), advanced to CR 20, similar to many of the monster entries in recent WOTC products. For an example, see the nycaloth commander in MMIII.

2.) Ditch the CR 9 version altogether, and simply power 'em up so that the weakest is on par with a balor or pit fiend. There is precedent for this...check out the power inflation of the arcanaloth between 2E and 3E.

3.) Do nothing, stick with the CR 9 version, and continue to read the streams of negative comments on messageboards about how they are too weak.

i don't like #2 at all, and #3 leaves a bad taste in my mouth. ;) i don't have the stats in front of me at the moment (and too tired to look at them even if i did), but i think there are two ways we could go with it. as i recall, these were ultrapowerful beings who sacrificed a lot of their power to create other creatures, got weak, and went mad. we could use the stats we were originally given to be the stats for the modern barenaloth, the one you would be most likely to encounter. the epic-level baernaloth would exist in one of two forms:

1. as an abbreviated stat block, saying "they used to be like this once upon a time but are no longer"

2. as a full monster entry, something akin to "elder baernaloth". these would be the rare few (maybe only a handful in existence, or even just one lone elder) who did not sacrifice their power to create lesser beings.

either is fine by me. it's your query, so it's up to you. ;)
 

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