Magus Darkholme
First Post
Well here is the first one. I plan on adding more later.
All opinions are wellcome.
SCALALOTH
Large outsider (Evil)
Hit dice: 12D8+48 (102hp)
Initiative: +3 (dex)
Speed: 40ft
AC: 18 (-1size, +3dex, +6natural)
Attacks: 2claws+18 melee, bite+13 melee (or huge greataxe+18/+13/+8 melee); tail slap+9 ranged
Damage: Claw 1d6+7, bite 1d8+3, huge greataxe 2d8+7, tail slap 1d6+3+constrict
Face/reach: 5ft by 10ft/5ft (15ft tail)
Special attacks: Improved grab, constrict, spell-like abilities, summon yugoloth
Special qualities: Damage reduction 25/+2, SR 24, yugoloth qualities
Saves: Fort+12, ref+11, will+10
Abilities: Str-24, dex-16, con-18, int-8, wis-15, cha-16
Skills: Listen+15, spot+12, hide+12, move silently+15, sense motive+12, search+8, intimidate+10
Feats: Power attack, cleave, weapon focus (huge greataxe), improved critical (huge greataxe)
Climate/terrain: Any land and underground
Organization: Solitary, pair, or brood (2-5)
Challenge rating: 14
Treasure: Half coins, standard goods, standard items
Alignment: Always neutral evil
Advancement: 13-26HD (large), 27-35HD (huge)
Scalaloths are the elite guards of the yugoloth armies. They serve as guardians to special sites or sometimes as bodyguards to Ultroloths.
Scalaloths look like large monstrous centaurs, but instead of a cross between a human and a horse, scalaloths are a cross between a horse and a monitor lizard. They have an equine body with a humanoid torso and arms, but their heads are that of a monitor and they have lizard-like hands and feet. Instead of a horses tail; all scalaloths have a 15ft long prehensile reptilian tail, which they can use to manipulate objects and constrict enemies. Scalaloths are covered in dark green scales with a tint of rust to them. Their eyes are always a deep crimson in color. Scalaloths stand at 12ft high and are 25ft long from head to the tip of their tails; scalaloths weigh about 1,200 pounds.
All scalaloths speak abyssal, draconic and infernal.
COMBAT
A scalaloths favorite tactic is to grab hold of an enemy with its tail and squeeze the life out of him with it’s constrict ability. They love to tear into ranks of foes, swinging their axes with reckless abandon.
Improved Grab (Ex): To use this ability, the scalaloth must hit an opponent up to medium size with its tail slap attack. If it gets hold, then it can constrict.
Constrict (Ex): A scalaloth deals 2d6+7 points of damage per round with a successful grapple check against medium-size or smaller creatures. The constricted creature must succeed at a fortitude save (DC 19) or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. A person can free himself if (after he makes the fort save to keep from falling unconscious) he succeeds at an opposed strength check, with a –2 penalty, against the scalaloth.
Summon Yugoloth (Sp): Once per day, a scalaloth can attempt to summon 1d4 mezzoloths with a 40% chance of success, or another scalaloth with a 20% chance of success.
Yugoloth Qualities:
Immunities (Ex): Yugoloths are immune to poison and acid.
Resistances (Ex): Yugoloths have a cold, fire, and electricity resistance of 20.
Telepathy (Su): Yugoloths can communicate telepathically with any creature within 100ft that has a language.
Spell-like Abilities: At will – fear, deeper darkness, desecrate, produce flame, see invisibility, mirror image, invisibility. 1/day –cloud kill, dispel magic, acid fog.
These abilities are as the spells cast by a 12th level sorcerer (save DC = 13 + spell level).
At will, a scalaloth can use teleport without error (self plus 50 pounds of objects only) as the spell cast by a 12 level sorcerer.
All opinions are wellcome.
SCALALOTH
Large outsider (Evil)
Hit dice: 12D8+48 (102hp)
Initiative: +3 (dex)
Speed: 40ft
AC: 18 (-1size, +3dex, +6natural)
Attacks: 2claws+18 melee, bite+13 melee (or huge greataxe+18/+13/+8 melee); tail slap+9 ranged
Damage: Claw 1d6+7, bite 1d8+3, huge greataxe 2d8+7, tail slap 1d6+3+constrict
Face/reach: 5ft by 10ft/5ft (15ft tail)
Special attacks: Improved grab, constrict, spell-like abilities, summon yugoloth
Special qualities: Damage reduction 25/+2, SR 24, yugoloth qualities
Saves: Fort+12, ref+11, will+10
Abilities: Str-24, dex-16, con-18, int-8, wis-15, cha-16
Skills: Listen+15, spot+12, hide+12, move silently+15, sense motive+12, search+8, intimidate+10
Feats: Power attack, cleave, weapon focus (huge greataxe), improved critical (huge greataxe)
Climate/terrain: Any land and underground
Organization: Solitary, pair, or brood (2-5)
Challenge rating: 14
Treasure: Half coins, standard goods, standard items
Alignment: Always neutral evil
Advancement: 13-26HD (large), 27-35HD (huge)
Scalaloths are the elite guards of the yugoloth armies. They serve as guardians to special sites or sometimes as bodyguards to Ultroloths.
Scalaloths look like large monstrous centaurs, but instead of a cross between a human and a horse, scalaloths are a cross between a horse and a monitor lizard. They have an equine body with a humanoid torso and arms, but their heads are that of a monitor and they have lizard-like hands and feet. Instead of a horses tail; all scalaloths have a 15ft long prehensile reptilian tail, which they can use to manipulate objects and constrict enemies. Scalaloths are covered in dark green scales with a tint of rust to them. Their eyes are always a deep crimson in color. Scalaloths stand at 12ft high and are 25ft long from head to the tip of their tails; scalaloths weigh about 1,200 pounds.
All scalaloths speak abyssal, draconic and infernal.
COMBAT
A scalaloths favorite tactic is to grab hold of an enemy with its tail and squeeze the life out of him with it’s constrict ability. They love to tear into ranks of foes, swinging their axes with reckless abandon.
Improved Grab (Ex): To use this ability, the scalaloth must hit an opponent up to medium size with its tail slap attack. If it gets hold, then it can constrict.
Constrict (Ex): A scalaloth deals 2d6+7 points of damage per round with a successful grapple check against medium-size or smaller creatures. The constricted creature must succeed at a fortitude save (DC 19) or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. A person can free himself if (after he makes the fort save to keep from falling unconscious) he succeeds at an opposed strength check, with a –2 penalty, against the scalaloth.
Summon Yugoloth (Sp): Once per day, a scalaloth can attempt to summon 1d4 mezzoloths with a 40% chance of success, or another scalaloth with a 20% chance of success.
Yugoloth Qualities:
Immunities (Ex): Yugoloths are immune to poison and acid.
Resistances (Ex): Yugoloths have a cold, fire, and electricity resistance of 20.
Telepathy (Su): Yugoloths can communicate telepathically with any creature within 100ft that has a language.
Spell-like Abilities: At will – fear, deeper darkness, desecrate, produce flame, see invisibility, mirror image, invisibility. 1/day –cloud kill, dispel magic, acid fog.
These abilities are as the spells cast by a 12th level sorcerer (save DC = 13 + spell level).
At will, a scalaloth can use teleport without error (self plus 50 pounds of objects only) as the spell cast by a 12 level sorcerer.
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