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
Demons/daemons/devils, New/Converted
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="Pants" data-source="post: 1790708" data-attributes="member: 8849"><p><strong>GUARDIAN YUGOLOTHS</strong></p><p>The guardian yugoloths were created by the true yugoloths. No yugoloth wants to be called from its business by some upstart, petty mortal, so they created the guardian yugoloths to serve as planar summoning stock. The guardian yugoloths possess none of the plethora of abilities common to the true yugoloths, but neither are they explicitly evil. Neutral guardians are highly common, although the more powerful guardian yugoloths seem more disposed towards evil.</p><p></p><p>Guardian yugoloths can be encountered anywhere, although their plane of origin is Gehenna. Most are found in the abodes of mortal wizards, but others can be found on other planes serving other yugoloths, demons, or devils.</p><p></p><p><strong>GUARDIAN YUGOLOTH, LEAST</strong></p><p><strong>Medium Outsider (Extraplanar)</strong></p><p><strong>Hit Dice</strong>: 5d8+20 (42 hp)</p><p><strong>Initiative</strong>: +6</p><p><strong>Speed</strong>: 40 ft. (8 squares)</p><p><strong>Armor Class</strong>: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15</p><p><strong>Base Attack/Grapple</strong>: +4/+7</p><p><strong>Attack</strong>: Bite +7 melee (1d6+3)</p><p><strong>Full Attack</strong>: Bite +7 melee (1d6+3) and 2 claws +2 melee (1d4+1) and horn gore +2 melee (1d8+1)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Breath weapon, powerful charge 2d6+4</p><p><strong>Special Qualities</strong>: Damage reduction 5/magic, darkvision 60 ft., immunities, low-light vision, scent, spell resistance 15</p><p><strong>Saves</strong>: Fort +8, Ref +6, Will +5</p><p><strong>Abilities</strong>: Str 16, Dex 14, Con 19, Int 10, Wis 12, Cha 12</p><p><strong>Skills</strong>: Bluff +9, Diplomacy +13, Hide +10, Intimidate +11, Listen +11, Move Silently +10, Sense Motive +13, Spot +11</p><p><strong>Feats</strong>: Improved Initiative, Power Attack</p><p><strong>Environment</strong>: Any</p><p><strong>Organization</strong>: Solitary</p><p><strong>Challenge Rating</strong>: 4</p><p><strong>Treasure</strong>: None except guarded treasure (usually an item of 4,000 gp or less)</p><p><strong>Alignment</strong>: Usually neutral</p><p><strong>Advancement</strong>: 6-10 HD (Medium); 11-15 HD (Large)</p><p></p><p><em>This strange creature resembles something like a bipedal, horned toad. Its skin is covered in dull, hardened scales and its long arms end in large talons.</em></p><p></p><p>Most least guardian yugoloths tend toward neutrality rather than evil and most have varying forms, although the seemingly most common form is that of a human-sized, horned toad. Other forms are also possible.</p><p>Least guardian yugoloths (usually) stand about 6 feet tall and weigh 260 pounds.</p><p></p><p><strong>COMBAT</strong></p><p>Least guardian yugoloths are usually relegated to guard duty of some sort. Least guardians usually guard potent treasures or items, but nothing extravagant. They attend to their duties with a fierce devotion despite their fiendish origins.</p><p>A least yugoloth guardian’s natural weapons, as well as any weapons it wields, are treated as magic for the purpose of overcoming damage reduction.</p><p><strong>Breath Weapon (Su)</strong>: A least guardian can unleash a 30 ft. cone of energy once every 2d4 rounds. The energy type varies, roll a 1d4 (1 acid, 2 cold, 3 fire, or 4 electricity). Once the energy type is chosen, it cannot be changed. The breath weapon deals 3d6 points of damage and those caught in the cone can attempt a Reflex save (DC 16) for half damage. The save DC is Constitution based.</p><p><strong>Immunities</strong>: Least yugoloth guardians are immune to poison, spells that change or alter its shape (polymorph), mind-affecting spells and effects, paralysis, and the same energy type as its breath weapon.</p><p><strong>Powerful Charge (Ex)</strong>: A least yugoloth typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the creature to make a single horn gore attack with a +7 attack bonus that deals 2d6+4 points of damage.</p><p><strong>Skills</strong>: Least guardian yugoloths have a +2 racial bonus on Listen, Sense Motive, and Spot checks.</p><p></p><p><strong>GUARDIAN YUGOLOTH, LESSER</strong></p><p><strong>Medium Outsider (Extraplanar)</strong></p><p><strong>Hit Dice</strong>: 8d8+40 (76 hp)</p><p><strong>Initiative</strong>: +7</p><p><strong>Speed</strong>: 40 ft. (8 squares)</p><p><strong>Armor Class</strong>: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17</p><p><strong>Base Attack/Grapple</strong>: +8/+13</p><p><strong>Attack</strong>: Bite +13 melee (1d8+5)</p><p><strong>Full Attack</strong>: Bite +13 melee (1d8+5) and 2 claws +11 melee (1d4+2) and horn gore +11 melee (1d8+2)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Breath weapon, powerful charge 3d6+7</p><p><strong>Special Qualities</strong>: Damage reduction 10/magic, darkvision 60 ft., immunities, low-light vision, scent, spell resistance 18</p><p><strong>Saves</strong>: Fort +11, Ref +9, Will +9</p><p><strong>Abilities</strong>: Str 21, Dex 17, Con 21, Int 14, Wis 16, Cha 14</p><p><strong>Skills</strong>: Bluff +13, Diplomacy +17, Hide +14, Jump +16, Intimidate +15, Listen +18, Move Silently +14, Sense Motive +20, Spot +18, Swim +16</p><p><strong>Feats</strong>: Improved Initiative, Multiattack, Power Attack</p><p><strong>Environment</strong>: Any</p><p><strong>Organization</strong>: Solitary</p><p><strong>Challenge Rating</strong>: 7</p><p><strong>Treasure</strong>: None except guarded treasure (usually an item of 10,000 gp or less)</p><p><strong>Alignment</strong>: Usually neutral (with evil tendencies)</p><p><strong>Advancement</strong>: 8-16 HD (Medium); 17-24 HD (Large)</p><p></p><p><em>Standing before is a grotesque, bipedal boar. Sharp, curved horns jut from its head and instead of hands, it bears a pair of talons.</em></p><p></p><p>Lesser guardians are usually neutral, but a few have a sadistic, evil streak. No one is sure why the least guardians are almost entirely free of the taint of evil, but some speculate that it may just be an effect of their creation at the hands of the yugoloths. Others speculate that the yugoloths made them this way intentionally.</p><p>Lesser guardians stand about 6 feet tall and weigh 400 pounds.</p><p></p><p><strong>COMBAT</strong></p><p>Lesser guardian yugoloths usually guard single items of great wealth, though they may guard small hoards of treasure. They also possess the same fierce devotion that seems to run through the veins of the least guardians.</p><p>A lesser yugoloth guardian’s natural weapons, as well as any weapons it wields, are treated as magic for the purpose of overcoming damage reduction. An evil lesser guardians’ natural weapons, as well as any weapons it wields, are treated as evil-aligned and magic for the purpose of overcoming damage reduction.</p><p><strong>Breath Weapon (Su)</strong>: A lesser guardian can unleash a 40 ft. cone of energy once every 2d4 rounds. The energy type varies, roll a 1d4 (1 acid, 2 cold, 3 fire, or 4 electricity). Once the energy type is chosen, it cannot be changed. The breath weapon deals 5d6 points of damage and those caught in the cone can attempt a Reflex save (DC 19) for half damage. The save DC is Constitution based.</p><p><strong>Immunities</strong>: Lesser yugoloth guardians are immune to poison, spells that change or alter its shape (polymorph), mind-affecting spells and effects, paralysis, and the same energy type as its breath weapon.</p><p><strong>Powerful Charge (Ex)</strong>: A lesser yugoloth typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the creature to make a single horn gore attack with a +13 attack bonus that deals 3d6+7 points of damage.</p><p><strong>Skills</strong>: Lesser guardian yugoloths have a +4 racial bonus on Listen, Sense Motive, and Spot checks.</p><p></p><p><strong>GUARDIAN YUGOLOTH, GREATER</strong></p><p><strong>Large Outsider (Evil, Extraplanar)</strong></p><p><strong>Hit Dice</strong>: 12d8+72 (126 hp)</p><p><strong>Initiative</strong>: +8</p><p><strong>Speed</strong>: 40 ft. (6 squares), fly 80 ft. (average)</p><p><strong>Armor Class</strong>: 25 (-1 size, +4 Dex, +12 natural), touch 13, flat-footed 21</p><p><strong>Base Attack/Grapple</strong>: +12/+23</p><p><strong>Attack</strong>: Bite +18 melee (2d6+7)</p><p><strong>Full Attack</strong>: Bite +18 melee (2d6+7) and 2 claws +16 melee (1d6+3) and 2 wing slashes +16 melee (1d4+3) and horn gore +16 melee (2d6+3)</p><p><strong>Space/Reach</strong>: 10 ft./10 ft.</p><p><strong>Special Attacks</strong>: Breath weapon, improved grab, powerful charge 3d8+10, spell-like abilities</p><p><strong>Special Qualities</strong>: Damage reduction 10/good, darkvision 60 ft., immunities, low-light vision, scent, spell resistance 23</p><p><strong>Saves</strong>: Fort +14, Ref +12, Will +12</p><p><strong>Abilities</strong>: Str 25, Dex 19, Con 23, Int 16, Wis 18, Cha 16</p><p><strong>Skills</strong>: Bluff +18, Concentration +21, Diplomacy +22, Hide +19, Jump +22, Intimidate +26, Listen +25, Move Silently +19, Sense Motive +21, Spot +25, Swim +22</p><p><strong>Feats</strong>: Cleave, Flyby Attack, Improved Initiative, Quicken Spell-Like Ability (<em>suggestion</em>), Power Attack</p><p><strong>Environment</strong>: Any</p><p><strong>Organization</strong>: Solitary</p><p><strong>Challenge Rating</strong>: 12</p><p><strong>Treasure</strong>: None except guarded treasure (usually an item of 15,000 gp or more)</p><p><strong>Alignment</strong>: Usually neutral evil</p><p><strong>Advancement</strong>: 9-16 HD (Medium); 17-27 HD (Large)</p><p></p><p><em>This strange creature has the body of a bear and the talons of an eagle. Two furred wings jut from its back and a pair of curved rams horns sit upon its head. Its eyes glow a feral red and saliva drips from its massive canines.</em></p><p></p><p>The greater guardian yugoloths are the most powerful, and thankfully, the rarest of their kind. They are also the most thoroughly evil and seek to bend the words of their mortal masters against them. They serve only as long as doing so would benefit themselves, although particularly powerful individuals have been known to cow the guardians into servitude.</p><p>Greater guardian yugoloths stand about 9 feet tall and weigh 800 pounds.</p><p></p><p><strong>COMBAT</strong></p><p>Greater guardian yugoloths are usually found guarding only the most expensive of items. Despite their generally evil dispositions, they will never steal or destroy the item they are made to guard. They generally try to lure unsuspecting mortals close with their <em>suggestion</em> ability before letting loose with their breath weapon.</p><p>A greater yugoloth guardian’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.</p><p><strong>Breath Weapon (Su)</strong>: A greater guardian yugoloth can unleash either a 60 ft. cone or a 100 ft. line of energy once every 2d4 rounds. The energy type varies, roll a 1d4 (1 acid, 2 cold, 3 fire, or 4 electricity). Once the energy type is chosen, it cannot be changed. The breath weapon deals 8d6 points of damage and those caught in the cone can attempt a Reflex save (DC 22) for half damage. The save DC is Constitution based.</p><p><strong>Immunities</strong>: Greater yugoloth guardians are immune to poison, spells that change or alter its shape (polymorph), mind-affecting spells and effects, paralysis, the same energy type as its breath weapon and an additional energy type chosen randomly (1 acid, 2 fire, 3 cold, or 4 electricity). If you roll the same energy type as its breath weapon, then roll again. Once the energy type is chosen it cannot be changed.</p><p><strong>Improved Grab (Ex)</strong>: To use this ability, a greater guardian must hit a Large or smaller creature with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.</p><p><strong>Powerful Charge (Ex)</strong>: A greater guardian yugoloth typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the creature to make a single horn gore attack with a +18 attack bonus that deals 3d8+10 points of damage.</p><p><strong>Spell-Like Abilities</strong>: At will – <em>suggestion</em> (DC 16); 1/day – <em>symbol of fear</em> (DC 19). Caster level 14th. The save DC is Charisma based.</p><p><strong>Skills</strong>: Greater guardian yugoloths have a +6 racial bonus on Intimidate, Listen, and Spot checks.</p><p></p><p>These will all be added to the Yugoloth .doc at some point and then reposted up.</p></blockquote><p></p>
[QUOTE="Pants, post: 1790708, member: 8849"] [b]GUARDIAN YUGOLOTHS[/b] The guardian yugoloths were created by the true yugoloths. No yugoloth wants to be called from its business by some upstart, petty mortal, so they created the guardian yugoloths to serve as planar summoning stock. The guardian yugoloths possess none of the plethora of abilities common to the true yugoloths, but neither are they explicitly evil. Neutral guardians are highly common, although the more powerful guardian yugoloths seem more disposed towards evil. Guardian yugoloths can be encountered anywhere, although their plane of origin is Gehenna. Most are found in the abodes of mortal wizards, but others can be found on other planes serving other yugoloths, demons, or devils. [b]GUARDIAN YUGOLOTH, LEAST[/b] [b]Medium Outsider (Extraplanar)[/b] [b]Hit Dice[/b]: 5d8+20 (42 hp) [b]Initiative[/b]: +6 [b]Speed[/b]: 40 ft. (8 squares) [b]Armor Class[/b]: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15 [b]Base Attack/Grapple[/b]: +4/+7 [b]Attack[/b]: Bite +7 melee (1d6+3) [b]Full Attack[/b]: Bite +7 melee (1d6+3) and 2 claws +2 melee (1d4+1) and horn gore +2 melee (1d8+1) [b]Space/Reach[/b]: 5 ft./5 ft. [b]Special Attacks[/b]: Breath weapon, powerful charge 2d6+4 [b]Special Qualities[/b]: Damage reduction 5/magic, darkvision 60 ft., immunities, low-light vision, scent, spell resistance 15 [b]Saves[/b]: Fort +8, Ref +6, Will +5 [b]Abilities[/b]: Str 16, Dex 14, Con 19, Int 10, Wis 12, Cha 12 [b]Skills[/b]: Bluff +9, Diplomacy +13, Hide +10, Intimidate +11, Listen +11, Move Silently +10, Sense Motive +13, Spot +11 [b]Feats[/b]: Improved Initiative, Power Attack [b]Environment[/b]: Any [b]Organization[/b]: Solitary [b]Challenge Rating[/b]: 4 [b]Treasure[/b]: None except guarded treasure (usually an item of 4,000 gp or less) [b]Alignment[/b]: Usually neutral [b]Advancement[/b]: 6-10 HD (Medium); 11-15 HD (Large) [i]This strange creature resembles something like a bipedal, horned toad. Its skin is covered in dull, hardened scales and its long arms end in large talons.[/i] Most least guardian yugoloths tend toward neutrality rather than evil and most have varying forms, although the seemingly most common form is that of a human-sized, horned toad. Other forms are also possible. Least guardian yugoloths (usually) stand about 6 feet tall and weigh 260 pounds. [b]COMBAT[/b] Least guardian yugoloths are usually relegated to guard duty of some sort. Least guardians usually guard potent treasures or items, but nothing extravagant. They attend to their duties with a fierce devotion despite their fiendish origins. A least yugoloth guardian’s natural weapons, as well as any weapons it wields, are treated as magic for the purpose of overcoming damage reduction. [b]Breath Weapon (Su)[/b]: A least guardian can unleash a 30 ft. cone of energy once every 2d4 rounds. The energy type varies, roll a 1d4 (1 acid, 2 cold, 3 fire, or 4 electricity). Once the energy type is chosen, it cannot be changed. The breath weapon deals 3d6 points of damage and those caught in the cone can attempt a Reflex save (DC 16) for half damage. The save DC is Constitution based. [b]Immunities[/b]: Least yugoloth guardians are immune to poison, spells that change or alter its shape (polymorph), mind-affecting spells and effects, paralysis, and the same energy type as its breath weapon. [b]Powerful Charge (Ex)[/b]: A least yugoloth typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the creature to make a single horn gore attack with a +7 attack bonus that deals 2d6+4 points of damage. [b]Skills[/b]: Least guardian yugoloths have a +2 racial bonus on Listen, Sense Motive, and Spot checks. [b]GUARDIAN YUGOLOTH, LESSER[/b] [b]Medium Outsider (Extraplanar)[/b] [b]Hit Dice[/b]: 8d8+40 (76 hp) [b]Initiative[/b]: +7 [b]Speed[/b]: 40 ft. (8 squares) [b]Armor Class[/b]: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17 [b]Base Attack/Grapple[/b]: +8/+13 [b]Attack[/b]: Bite +13 melee (1d8+5) [b]Full Attack[/b]: Bite +13 melee (1d8+5) and 2 claws +11 melee (1d4+2) and horn gore +11 melee (1d8+2) [b]Space/Reach[/b]: 5 ft./5 ft. [b]Special Attacks[/b]: Breath weapon, powerful charge 3d6+7 [b]Special Qualities[/b]: Damage reduction 10/magic, darkvision 60 ft., immunities, low-light vision, scent, spell resistance 18 [b]Saves[/b]: Fort +11, Ref +9, Will +9 [b]Abilities[/b]: Str 21, Dex 17, Con 21, Int 14, Wis 16, Cha 14 [b]Skills[/b]: Bluff +13, Diplomacy +17, Hide +14, Jump +16, Intimidate +15, Listen +18, Move Silently +14, Sense Motive +20, Spot +18, Swim +16 [b]Feats[/b]: Improved Initiative, Multiattack, Power Attack [b]Environment[/b]: Any [b]Organization[/b]: Solitary [b]Challenge Rating[/b]: 7 [b]Treasure[/b]: None except guarded treasure (usually an item of 10,000 gp or less) [b]Alignment[/b]: Usually neutral (with evil tendencies) [b]Advancement[/b]: 8-16 HD (Medium); 17-24 HD (Large) [i]Standing before is a grotesque, bipedal boar. Sharp, curved horns jut from its head and instead of hands, it bears a pair of talons.[/i] Lesser guardians are usually neutral, but a few have a sadistic, evil streak. No one is sure why the least guardians are almost entirely free of the taint of evil, but some speculate that it may just be an effect of their creation at the hands of the yugoloths. Others speculate that the yugoloths made them this way intentionally. Lesser guardians stand about 6 feet tall and weigh 400 pounds. [b]COMBAT[/b] Lesser guardian yugoloths usually guard single items of great wealth, though they may guard small hoards of treasure. They also possess the same fierce devotion that seems to run through the veins of the least guardians. A lesser yugoloth guardian’s natural weapons, as well as any weapons it wields, are treated as magic for the purpose of overcoming damage reduction. An evil lesser guardians’ natural weapons, as well as any weapons it wields, are treated as evil-aligned and magic for the purpose of overcoming damage reduction. [b]Breath Weapon (Su)[/b]: A lesser guardian can unleash a 40 ft. cone of energy once every 2d4 rounds. The energy type varies, roll a 1d4 (1 acid, 2 cold, 3 fire, or 4 electricity). Once the energy type is chosen, it cannot be changed. The breath weapon deals 5d6 points of damage and those caught in the cone can attempt a Reflex save (DC 19) for half damage. The save DC is Constitution based. [b]Immunities[/b]: Lesser yugoloth guardians are immune to poison, spells that change or alter its shape (polymorph), mind-affecting spells and effects, paralysis, and the same energy type as its breath weapon. [b]Powerful Charge (Ex)[/b]: A lesser yugoloth typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the creature to make a single horn gore attack with a +13 attack bonus that deals 3d6+7 points of damage. [b]Skills[/b]: Lesser guardian yugoloths have a +4 racial bonus on Listen, Sense Motive, and Spot checks. [b]GUARDIAN YUGOLOTH, GREATER[/b] [b]Large Outsider (Evil, Extraplanar)[/b] [b]Hit Dice[/b]: 12d8+72 (126 hp) [b]Initiative[/b]: +8 [b]Speed[/b]: 40 ft. (6 squares), fly 80 ft. (average) [b]Armor Class[/b]: 25 (-1 size, +4 Dex, +12 natural), touch 13, flat-footed 21 [b]Base Attack/Grapple[/b]: +12/+23 [b]Attack[/b]: Bite +18 melee (2d6+7) [b]Full Attack[/b]: Bite +18 melee (2d6+7) and 2 claws +16 melee (1d6+3) and 2 wing slashes +16 melee (1d4+3) and horn gore +16 melee (2d6+3) [b]Space/Reach[/b]: 10 ft./10 ft. [b]Special Attacks[/b]: Breath weapon, improved grab, powerful charge 3d8+10, spell-like abilities [b]Special Qualities[/b]: Damage reduction 10/good, darkvision 60 ft., immunities, low-light vision, scent, spell resistance 23 [b]Saves[/b]: Fort +14, Ref +12, Will +12 [b]Abilities[/b]: Str 25, Dex 19, Con 23, Int 16, Wis 18, Cha 16 [b]Skills[/b]: Bluff +18, Concentration +21, Diplomacy +22, Hide +19, Jump +22, Intimidate +26, Listen +25, Move Silently +19, Sense Motive +21, Spot +25, Swim +22 [b]Feats[/b]: Cleave, Flyby Attack, Improved Initiative, Quicken Spell-Like Ability ([i]suggestion[/i]), Power Attack [b]Environment[/b]: Any [b]Organization[/b]: Solitary [b]Challenge Rating[/b]: 12 [b]Treasure[/b]: None except guarded treasure (usually an item of 15,000 gp or more) [b]Alignment[/b]: Usually neutral evil [b]Advancement[/b]: 9-16 HD (Medium); 17-27 HD (Large) [i]This strange creature has the body of a bear and the talons of an eagle. Two furred wings jut from its back and a pair of curved rams horns sit upon its head. Its eyes glow a feral red and saliva drips from its massive canines.[/i] The greater guardian yugoloths are the most powerful, and thankfully, the rarest of their kind. They are also the most thoroughly evil and seek to bend the words of their mortal masters against them. They serve only as long as doing so would benefit themselves, although particularly powerful individuals have been known to cow the guardians into servitude. Greater guardian yugoloths stand about 9 feet tall and weigh 800 pounds. [b]COMBAT[/b] Greater guardian yugoloths are usually found guarding only the most expensive of items. Despite their generally evil dispositions, they will never steal or destroy the item they are made to guard. They generally try to lure unsuspecting mortals close with their [i]suggestion[/i] ability before letting loose with their breath weapon. A greater yugoloth guardian’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. [b]Breath Weapon (Su)[/b]: A greater guardian yugoloth can unleash either a 60 ft. cone or a 100 ft. line of energy once every 2d4 rounds. The energy type varies, roll a 1d4 (1 acid, 2 cold, 3 fire, or 4 electricity). Once the energy type is chosen, it cannot be changed. The breath weapon deals 8d6 points of damage and those caught in the cone can attempt a Reflex save (DC 22) for half damage. The save DC is Constitution based. [b]Immunities[/b]: Greater yugoloth guardians are immune to poison, spells that change or alter its shape (polymorph), mind-affecting spells and effects, paralysis, the same energy type as its breath weapon and an additional energy type chosen randomly (1 acid, 2 fire, 3 cold, or 4 electricity). If you roll the same energy type as its breath weapon, then roll again. Once the energy type is chosen it cannot be changed. [b]Improved Grab (Ex)[/b]: To use this ability, a greater guardian must hit a Large or smaller creature with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. [b]Powerful Charge (Ex)[/b]: A greater guardian yugoloth typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the creature to make a single horn gore attack with a +18 attack bonus that deals 3d8+10 points of damage. [b]Spell-Like Abilities[/b]: At will – [i]suggestion[/i] (DC 16); 1/day – [i]symbol of fear[/i] (DC 19). Caster level 14th. The save DC is Charisma based. [b]Skills[/b]: Greater guardian yugoloths have a +6 racial bonus on Intimidate, Listen, and Spot checks. These will all be added to the Yugoloth .doc at some point and then reposted up. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Demons/daemons/devils, New/Converted
Top