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<blockquote data-quote="zeo_evil" data-source="post: 2034827" data-attributes="member: 11766"><p>Decided to post this to say thanks for the yugoloths. The Master Arcanaloth of the Tower Arcane in stat block format with spells active for use against my good-aligned party. Subtract the bonuses to AC and saves if your party isn't good-aligned or contains neutral or evil characters. Funny how I did the same thing and made my arcanaloths wizards too. Made more sense. Thoughts and comments appreciated. Thanks again.</p><p></p><p>Spells Active: Displacement, false life, fox’s cunning, globe of invulnerability, greater ironguard, heroism, mage armor, maximized spell turning, mind blank, protection from arrows, protection from good, resist energy, shield, stoneskin, superior resistance.</p><p></p><p>Master Arcanaloth: CR 23; Medium outsider (evil); HD 24d8+15; hp 123; Init +7; Spd 30 ft. (6 squares), fly 50 ft. (poor); AC 38, touch 15, flat-footed 35; Base Atk +24; Grp +26; Atk +26 melee (1d4 plus poison, claw); Full Atk +26 melee (1d4 plus poison, 2 claws) and +21 melee (1d6, bite); Space/Reach 5 ft./5 ft.; SA poison, spell-like abilities; SQ DR 10/adamantine, DR 10/magic against ranged weapons, DR 15/good, darkvision 60 ft., immunity to acid, mind-affecting spells, and poison, low-light vision, resistance to cold 10, electricity 10, fire 10, and sonic 30, SR 36, telepathy 100 ft.; AL NE; SV Fort +22, Ref +25, Will +26; Str 11, Dex 16, Con 11, Int 27, Wis 18, Cha 17.</p><p>Skills and Feats: Bluff +32, Concentration +29, Diplomacy +36, Gather Information +32, Intimidate +34, Knowledge (arcana) +37, Knowledge (the planes) +35, Listen +33, Profession (scribe) +33, Search +34, Sense Motive +33, Spellcraft +39, Spot +33; Combat Casting, Empower Spell, Greater Spell Focus (abjuration), Improved Initiative, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Iron Will, Maximize Spell, Spell Focus (abjuration).</p><p></p><p>Poison (Ex): Injury, Fortitude save 22, initial damage 1 Str damage, secondary damage 1 Str damage. The save DC is Constitution-based.</p><p></p><p>Spell-Like Abilities: At will-darkness, fly, heat metal (DC 15), invisibility, magic missile, shapechange, telekinesis (DC 19), warp wood (DC 16); 1/day-fear (DC 18), major image (DC 17). Caster level 12th. The save DCs are Charisma-based.</p><p></p><p>Summon Yugoloth: Once per day an arcanaloth can summon another arcanaloth with a 40% chance of success. This is the equivalent of a 6th-level spell.</p><p></p><p>Wizard Spells Pepared (4/6/6/5/5/5/5/4/4/4/1/1; save DC 18 + spell level, Abjuration DC 20 + spell level): </p><p>0-arcane mark, detect magic, detect poison, read magic; </p><p>1st-alarm, hold portal, mage armor, protection from good, shield, shocking grasp; </p><p>2nd-arcane lock, false life, fox’s cunning, protection from arrows, resist energy, scorching ray; </p><p>3rd-displacement, empowered shocking grasp, heroism, fireball, lightning bolt; </p><p>4th-dimensional anchor, empowered scorching ray, explosive cascade, Otiluke’s resilient sphere, stoneskin; </p><p>5th-cloudkill, cone of cold, dismissal, empowered fireball, superior resistance; </p><p>6th-acid storm, disintegrate, empowered explosive cascade, globe of invulnerability, repulsion; </p><p>7th-banishment, delayed blast fireball, greater ironguard, greater scrying, spell turning; </p><p>8th-maximized cone of cold, mind blank, power word stun, prismatic wall; </p><p>9th-imprisonment, maximized disintegrate, power word kill, prismatic sphere; </p><p>10th-maximized spell turning; </p><p>11th-maximized polar ray. </p><p>Caster level 24th.</p></blockquote><p></p>
[QUOTE="zeo_evil, post: 2034827, member: 11766"] Decided to post this to say thanks for the yugoloths. The Master Arcanaloth of the Tower Arcane in stat block format with spells active for use against my good-aligned party. Subtract the bonuses to AC and saves if your party isn't good-aligned or contains neutral or evil characters. Funny how I did the same thing and made my arcanaloths wizards too. Made more sense. Thoughts and comments appreciated. Thanks again. Spells Active: Displacement, false life, fox’s cunning, globe of invulnerability, greater ironguard, heroism, mage armor, maximized spell turning, mind blank, protection from arrows, protection from good, resist energy, shield, stoneskin, superior resistance. Master Arcanaloth: CR 23; Medium outsider (evil); HD 24d8+15; hp 123; Init +7; Spd 30 ft. (6 squares), fly 50 ft. (poor); AC 38, touch 15, flat-footed 35; Base Atk +24; Grp +26; Atk +26 melee (1d4 plus poison, claw); Full Atk +26 melee (1d4 plus poison, 2 claws) and +21 melee (1d6, bite); Space/Reach 5 ft./5 ft.; SA poison, spell-like abilities; SQ DR 10/adamantine, DR 10/magic against ranged weapons, DR 15/good, darkvision 60 ft., immunity to acid, mind-affecting spells, and poison, low-light vision, resistance to cold 10, electricity 10, fire 10, and sonic 30, SR 36, telepathy 100 ft.; AL NE; SV Fort +22, Ref +25, Will +26; Str 11, Dex 16, Con 11, Int 27, Wis 18, Cha 17. Skills and Feats: Bluff +32, Concentration +29, Diplomacy +36, Gather Information +32, Intimidate +34, Knowledge (arcana) +37, Knowledge (the planes) +35, Listen +33, Profession (scribe) +33, Search +34, Sense Motive +33, Spellcraft +39, Spot +33; Combat Casting, Empower Spell, Greater Spell Focus (abjuration), Improved Initiative, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Iron Will, Maximize Spell, Spell Focus (abjuration). Poison (Ex): Injury, Fortitude save 22, initial damage 1 Str damage, secondary damage 1 Str damage. The save DC is Constitution-based. Spell-Like Abilities: At will-darkness, fly, heat metal (DC 15), invisibility, magic missile, shapechange, telekinesis (DC 19), warp wood (DC 16); 1/day-fear (DC 18), major image (DC 17). Caster level 12th. The save DCs are Charisma-based. Summon Yugoloth: Once per day an arcanaloth can summon another arcanaloth with a 40% chance of success. This is the equivalent of a 6th-level spell. Wizard Spells Pepared (4/6/6/5/5/5/5/4/4/4/1/1; save DC 18 + spell level, Abjuration DC 20 + spell level): 0-arcane mark, detect magic, detect poison, read magic; 1st-alarm, hold portal, mage armor, protection from good, shield, shocking grasp; 2nd-arcane lock, false life, fox’s cunning, protection from arrows, resist energy, scorching ray; 3rd-displacement, empowered shocking grasp, heroism, fireball, lightning bolt; 4th-dimensional anchor, empowered scorching ray, explosive cascade, Otiluke’s resilient sphere, stoneskin; 5th-cloudkill, cone of cold, dismissal, empowered fireball, superior resistance; 6th-acid storm, disintegrate, empowered explosive cascade, globe of invulnerability, repulsion; 7th-banishment, delayed blast fireball, greater ironguard, greater scrying, spell turning; 8th-maximized cone of cold, mind blank, power word stun, prismatic wall; 9th-imprisonment, maximized disintegrate, power word kill, prismatic sphere; 10th-maximized spell turning; 11th-maximized polar ray. Caster level 24th. [/QUOTE]
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