New yugoloths

Magus Darkholme

First Post
Well here is the first one. I plan on adding more later.
All opinions are wellcome.:D

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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Magus Darkholme

First Post
Here's yugo number two!:D

ESPIALOTH
Small outsider (Evil)
Hit dice: 4d8+4 (20hp)
Initiative: +8 (+4dex, +4improved initiative)
Speed: 30ft; fly 75ft (good)
AC: 17 (+1size, +4dex, +2natural)
Attacks: 2claws+6 melee
Damage: Claw 1d4+1+paralysis
Face/reach: 5ft by 5ft/5ft
Special attacks: Spell-like abilities, paralysis, summon yugoloth
Special qualities: Damage reduction 10/+1, SR 16, yugoloth qualities, form change
Saves: Fort+5, ref+8, will+6
Abilities: Str-12, dex-18, con-12, int-13, wis-15, cha-16
Skills: Hide+7, move silently+7, sense motive+7, listen+7, spot+4, gather info+4
Feats: Improved initiative, combat casting
Climate/terrain: any land and underground
Organization: solitary or pair
Challenge rating: 5
Treasure: standard
Alignment: Always neutral evil
Advancement: 5-8HD (small)

Espialoths are the spies in the yugoloth armies. An Espialoth is usually sent ahead to spy on the enemy and report back to its commanders any weaknesses that it finds. Sometimes they are charged with sabotage missions; having to infiltrate an enemy stronghold and destroy their plans or weaken enemy defenses is a good example.
Espialoths look just like an imp, except they have cat-like ears and black feathery wings. Their skin is charcoal black with small bits of dark brown fur on various spots, and their eyes are a fiery orange in color. Espialoths stand about 3ft tall and weigh about 30 pounds.
Espialoths speak abyssal, celestial, infernal and at least one other language.

COMBAT
Espialoths try to avoid combat at all costs. They use their form change and spell-like abilities to escape. If backed into a corner, Espialoths use their summon yugoloth ability right away.

Paralysis (Ex): A creature that is hit by an espialoth’s claw attack must succeed at a fortitude save (DC 15) or become paralyzed for 2d4 rounds. A character that is immune to paralysis (such as an elf) is immune to this effect.

Summon Yugoloth (Sp): Once per day, an espialoth can attempt to summon 1d2 other espialoths or one canoloth 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.

Form Change (Su): An espialoth has a unique ability to take the shape of any humanoid of small size or less, an imp, a quasit, a midnight black crow, a giant vampire bat, or a small poisonous viper. An espialoth usually uses this ability to infiltrate an enemy compound, or to escape death at an enemy's hand. In the alternate form, an espialoth retains all its natural abilities, but does not gain any new abilities that the impersonated creature might have. If the new form does not have claws, the paralysis is delivered through the new forms main natural attack; if the new form has no natural attack (such as a halfling) the espialoth loses the paralysis ability while in that form. An espialoth new form looks almost perfect, and in order for a creature to notice that it is an imposter, the creature must make a spot check (DC 25) to notice that the eyes are a fiery orange in color.
Other than that, this ability is just like a polymorph self spell cast by an 12th level sorcerer.

Spell-like Abilities: At will – web, darkness, invisibility, desecrate, magic missile, produce flame, obscuring mist, hypnotic pattern. 1/day –mirror image, knock, pyrotechnics, expeditious retreat.
These abilities are as the spells cast by a 6th level sorcerer (save DC = 13 + spell level).

Once per day, an espialoth can use teleport without error (self plus 10 pounds only) as the spell cast by a 12 level sorcerer.
 

Krishnath

First Post
Very cool yugoloths, mind if I post one? :D

Arachnoloth
Large Outsider (Evil)
Hit Dice:
6d8+24 (51 hp)
Initiative: +4 (Dex)
Speed: 30', Climb 15'
AC: 20 (-1 Size, +4 Dex, +7 natural)
Attacks: 2 claws +9 melee, 1 bite +4 melee
Damage: claws 1d6+4, bite 1d8+2 plus poison
Face/Reach: 10' by 10'/5'
Special Attacks: Spells; spell-like abilities; poison; summon yugoloth;
Special Qualities: SR 15; damage reduction 10/+1, yugoloth qualities;
Saves: Fort +9, Ref +9, Will +8
Abilities: Str 19, Dex 19, Con 18, Int 19, Wis 16, Cha 18,
Skills: Climb +12, Concentration +12, Hide +14, Knowledge (Arcana) +12, Knowledge (The Planes) +12, Listen +11, Move Silently +16, Spellcraft +12, Spot +11,
Feats: Combat Casting, Dodge, Run,

Climate/Terrain: Any land and underground
Organization: Solitary, Pair, or Raiding Party (3-5 plus 9-15 Mezzoloths)
Challenge Rating: 9
Treasure: Double Standard
Alignment: Always Neutral Evil
Advancment: 7-12 HD (Large), 13-18 HD (Huge) or by character class.

Arachnoloths, or spiderdeamons are not to be confused with the spawn of Lolth. These creatures are purebred Yugoloths.
Superficially the Arachnoloth resembles a drider, A humanoid torso on top of a spiders body, but there the resemblance ends. The Arachnoloth is covered in grey and green chitinious plates, and the creatures head is that of an infernal spider. It's fangs dripping with a vile green poison, it's eight eyes glowing red. The creatures hands end in visious claws, ready to tear the flesh from the bones of the mortals they love to torture.
Arachnoloths frequently advance in the Sorcerer class.
Spiderdeamons speak Abyssal, Draconic, and Infernal.

Combat:
Ararchnoloths rely on their speed and manouverability to keep them out of melee. Instead using their spells and spell-like abilities to blast their opponents to bits from afar.
Spells: Arachnoloths cast spells as 6th level sorcerers, preferring spells that drain or maim their opponents.
Spell-like Abilities: 4/day - Darkness; 1/day - dancing lights, Desecrate, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Magic, Faerie Fire, Levitate, and Unholy Blight. These Abilities are as the spells cast by a 6th-level sorcerer (DC 14 + spell level)
Poison (Ex): Bite, Fortitude save (DC 18), initial and secondary damage 2d4 temporary Strength.
Summon Yugoloth (sp): Once per day, an arachnoloth can attempt to summon an arachnoloth or 1d3 mezzoloths with a 40% chance of success.
Skills: Arachnoloths recieve a +4 racial bonus to Hide and Move Silently checks.

Yugoloth Qualities:
Immunities (Ex):
Yugoloths are immune to poison and acid.
Resistances (Ex): Yugoloths have cold, electricity and fire resistance 20
Telepathy (Su): Yugoloths can communicate telepathically with any creature within 100' that has a language.


And as I said, very cool Yugoloths :D
 

Magus Darkholme

First Post
Thank you, thank you!
Nice job on the arachnoloth, by the way. I just looooove that description! :D

Any way, I'm glad you like 'em, and there's more on the way!;)
 

Magus Darkholme

First Post
And contestant number four...

PORCULOTH
Medium-sized outsider (Evil)
Hit dice: 8d8+32 (68hp)
Initiative: +3 (dex)
Speed: 30ft
AC: 19 (+3dex, +6natural)
Attacks: 2claws+11 melee, bite+9 melee
Damage: Claw 1d6+3+disease, bite 1d8+1
Face/reach: 5ft by 5ft/5ft
Special attacks: Spell-like abilities, quills, quill blast, summon yugoloth, disease
Special qualities: Damage reduction 20/+2, SR 20, yugoloth qualities
Saves: fort+10 ref+9 will+8
Abilities: str-17, dex-16, con-18, int-9, wis-14, cha-16
Skills: Hide+8, sense motive+10, intimidate+8, move silently+10, spot+12, listen+10
Feats: Multiattack, power attack, combat reflexes
Climate/terrain: Any land and underground
Organization: Solitary, pair, company (2-5) or squad (5-20 plus one ultroloth)
Challenge rating: 12
Treasure: Half coins, standard goods, standard items
Alignment: Always neutral evil
Advancement: 9-15HD (medium-sized), 16-20HD (large)

Porculoths are the shock troops of the yugoloth armies. Porculoths are mercenaries to the core. They are frequently summoned to the material plane to fight in the armies of powerful, evil warlords.
Porculoths look just like humanoid porcupines, standing between 5-6½ ft tall, and weighing 200 pounds. Even though their skin is light brown, you can’t really see it because they are covered from head to toe with grayish-black quills; the only places not covered with quills are their face, chest, the palm of their hands, and their fingers and toes. They have sharp claws that are covered in grotesque greenish-black bile that is constantly dripping. Porculoths eyes are gray, but when they enter into a battle they turn a vivid blood red.
Porculoths speak abyssal, draconic and infernal; some also speak broken common.

COMBAT
Porculoths first attempt to inflict their opponents with the disease they carry. They also love to bearhug an enemy against their quills. If they are up against a strong foe they will let loose barrage after barrage of quills via quill blast. Porculoths don’t like to use their summon ability unless it is truly necessary.

Quills: Porculoths are covered from head to toe with quills. Any creature that attempts an unarmed attack, a grapple, or anything else that forces the opponent flesh into contact with the porculoth’s quills, takes 4d4 points of damage. When this happens, the quills remain stuck in the victim, and he must succeed at a fortitude save (DC 17) when removing them or suffer an additional 4d4 points of damage. If a character leaves the quills in, they will slowly dig deeper into the body causing 1d4 points of damage per round until they are removed. Each round that the quills dig deeper into the skin, the save DC to remove them without taking damage increases by 1.
(NOTE: A creature does not make a fortitude save per quill, the save DC is for the quills as a whole.)

Quill Blast (Ex): Once every 1d4 rounds, a porculoth can loose a small barrage of quills at an opponent. The quill blast has an attack bonus of +11 and a range of 30ft. If the quills hit the target, they deal 6d4+6 points of damage, reflex (DC 20), for half. A creature hit by the quill blast attack, whether they succeed at the reflex save or not, has the quills stuck in his body, and is subject to same fortitude save and damage as above.

Summon Yugoloth (Sp): Once per day, a porculoth can attempt to summon 1d4 mezzoloths, 1d2 other porculoths or one scalaloth with a 40% 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.

Disease (Su): Anyone who is hit by a porculoth’s claw attack must make a fortitude save (DC 20), or be infected with a disease the porculoths dubbed yugo rot. This disease is basically just like mummy rot, except that instead of turning into dust or sand, the victim turns into a pile of smoldering black ash.

Spell-like Abilities: At will – deeper darkness, invisibility, desecrate, produce flame, dispel magic, nondetection, fear. 1/day – bestow curse, dimension door, prying eyes.
These abilities are as the spells cast by a 12th level sorcerer (save DC = 13 + spell level).

Twice per day, a porculoth can use teleport without error (self plus 50 pounds only) as the spell cast by a 12th level sorcerer.
 
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Magus Darkholme

First Post
Yet another new yugo...

TERROLOTH
Medium outsider (Evil)
Hit dice: 14d8+28 (92hp)
Initiative: +5 (dex)
Speed: 30ft
AC: 21 (+5dex, +2natural, +4ash cloud)
Attacks: 2claws+18 melee or +2 unholy bastard sword+20/+15/+10 melee
Damage: Claw 1d4+4, +2 unholy bastard sword 1d10 (+2d6 vs. enemies of good alignment)
Face/reach: 5ft by 5ft/5ft
Special attacks: Fear aura, spell-like abilities, summon yugoloth, engulf, psionics
Special qualities: Damage reduction 25/+3, SR 27, yugoloth qualities, ash cloud
Saves: Fort+12, dex+14, will+12
Abilities: Str-18, dex-20, con-15, int-12, wis-16, cha-16
Skills: Hide+17, move silently+17, spot+15, listen+15, spellcraft+15, knowledge (arcane)+15, sense motive+15, diplomacy+15
Feats: Quicken spell, combat manifestation, combat reflexes, combat casting
Climate/terrain: Any land and underground
Organization: Solitary or pair
Challenge rating: 16
Treasure: Double standard
Alignment: Always neutral evil
Advancement: 15-22HD (medium-sized), 23-28HD (large)

Terroloths are the prime torturers and sometimes the field commanders of the yugoloth armies. Even ultroloths are wary of them. If they wanted to, terroloths could probably take control of most of Hades or Gehenna, but they are content in their trade as a torturer.
Terroloths look like humans, standing 5-6ft tall and weighing 140 pounds, but their skin is midnight black and their faces are featureless, except for the bright red eyes and a large nose, and they have no hair. Their dark skin alone enables them to easily hide in the dark, but to make matters worse they are constantly surrounded in a swirling cloud of black, stinking ash, which makes them difficult to see sometimes even in daylight.
There is nothing a terroloth likes more than to hear the screams of their victims as they torture them, slowly.
Terroloths speak abyssal, draconic and infernal.

COMBAT
When in combat, terroloths will attempt to engulf as many foes as it can, while dealing with any others with their spell-like abilities and psionics.

Fear Aura (Su): Terroloths are surrounded in an aura of numbing fear, and all non-outsiders who are within 20ft of the terroloth must make a will save (DC 15) or become panicked (as in the DM’s Guide).

Ash Cloud: A terroloth is shrouded in a black, swirling cloud of stinking ash. All those entering melee combat with a terroloth must make a fortitude save (DC 17) or become nauseated, making him unable to attack, cast spells or do anything else that requires concentration. Likewise, the ash cloud makes it harder to see the terroloth, giving it a +4 bonus to AC.
A wind wall, gust of wind or any other wind spell negate this ability.

Engulf (Ex): By using a full attack action, a terroloth can attempt to engulf all creatures within a 10ft radius in its ash cloud. All creatures must make a reflex save (DC 17) or be engulfed. Those within the cloud become nauseated and blind from the swirling mass of ash, making them unable to attack, cast spells, makes them lose their dex bonus to AC, and anything else that would require concentration. A character caught within the cloud must make a fortitude save (DC 15) to keep from vomiting. A character can leave the cloud as a full round action, but because of the nausea, misses their next turn; and the terroloth can simply move forward and engulf them again (If this happens, the recently escaped character gets a –4 penalty on his reflex save).
Likewise, a character is blind when in the cloud, and remains blind for 2d4 rounds when out of the cloud.
A wind wall, gust of wind or any other wind spell negate this ability.

Summon Yugoloth (Sp): Once per day, a terroloth can attempt to summon 1d6+1 mezzoloths, 1d4 nycaloths, 1d2 scalaloths or another terroloth with a 40% 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, fog cloud, pyrotechnics, cloud kill. 1/day –symbol, acid fog.
These abilities are as the spells cast by a 14th level sorcerer (save DC = 13 + spell level).

At will, a terroloth can use teleport without error (self plus 50 pounds) as the spell cast by a 12th level sorcerer.

Psionics (Sp): Psionic Combat Modes - Att- Ego whip, mind blast, id insinuation, psychic crush/def - all.
At will – grease, demoralize, recall pain, inflict pain, suggestion, remote viewing, dimensional slide, control flames. 2/day – greater concussion, nondetection, crisis of breath, control sound. 1/day – telekinesis, immovability, dismissal.
These abilities are as the powers manifested by a 10th level psion (save DC = 1d20 + power level + the key ability modifier).
 


Magus Darkholme

First Post
Alright, here is a homebrewed yugo lord that I introduced in my high level campaign.
Enjoy!!!:D

SALBASTUS, YUGOLOTH LORD
Large outsider (Evil)
Hit dice: 30d8+280 (411hp)
Initiative: +9 (+5dex, +4improved initiative)
Speed: 40ft; fly 200ft (good)
AC: 32 (-1size, +5dex, +18natural)
Attacks: Salbastus’ Fane+46/+41/+36/+31/+26/+21 melee (or 2claw+41 melee, bite+39 melee); tail+39 melee
Damage: Salbastus’ Fane 4d6+16+chosen disease (see below), claw 2d8+11, bite 2d10+6
Face/reach: 5ft by 10ft/5ft
Special attacks: Spell-like abilities, summon yugoloth, fear aura, doom blaze
Special qualities: Damage reduction 40/+4, SR 46, yugoloth qualities, death throes, quick healing 20
Saves: Fort+27, ref+22, will+23
Abilities: Str-33, dex-20, con-30, int-22, wis-22, cha-24
Skills: Climb+33, spot+33, hide+33, move silently+33, listen+33, sense motive+33, knowledge (planes)+33, knowledge (arcana)+33, knowledge (religion)+33, spellcraft+33, concentration+30, bluff+30, search+30, diplomacy+31
Feats: Multiattack, power attack, spell focus (enchantment), spell focus (evocation), combat casting, combat reflexes, quicken spell, spell penetration
Climate/terrain: Any land or underground (mainly on Hades)
Organization: Solitary or squad (Salbastus plus 1-2 terroloths, 2-4 scalaloths, and 10-20 mezzoloths)
Challenge rating: 35
Treasure: Triple standard
Alignment: Neutral evil
Advancement: ---

Salbastus is the lord of Pluton, the third gloom of Hades. He rules from his colossal fortress, the Citadel of the Endless Gloom, just outside the marble walls of the underworld. Salbastus’ keeps track of all those who enter through the bronze gates of the underworld, making records of the all the souls and larvae, not because he has to, but because he can use the information to advance himself in power and expand his domain.
He has a pair of yugoloth scribes that perform this task for him, and when they come across special larvae, they retrieve it and bring it to the Citadel where it will be “promoted” to a lower form of fiend for Salbastus’ ever-growing army, or be used as barter material for trades with demon lords and devil princes.
Salbastus looks like a giant humanoid, with dark green scales covering his arms and legs, and thick black fur covering the rest. He has a huge pair of black-feathered wings which enable him to fly at incredible speeds. His head is that of a human, but he has the muzzle and ears of a jackal and a fanged filled maw. His eyes constantly change color from charcoal black, to blackish gray, to a hazy orange and to a vivid crimson.
Salbastus has a sharp wit and a keen tactical mind; he rarely, if ever, fights a foe unless it’s on his own terms.
Salbastus speaks and can understand all known languages.


COMBAT
Salbastus never attacks a foe until he has studied them and determined a weakness he can exploit. Once entered into combat, he will first usually summon yugoloths to keep the enemies occupied while he stays out of the way and blasts them to oblivion with his magic and doom blaze ability.

Fear Aura (Su): Salbastus is surrounded in an aura of numbing fear, and all non-outsiders who are within 30ft of him must make a will save (DC 35) or become panicked (as in the DM’s Guide).

Summon Yugoloth (Sp): Once per day, a Salbastus can automatically summon 2d4+1 mezzoloths, 1d6+1 nycaloths, 1d4+1 scalaloths or 1d2+1 terroloths.

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.

Doom Blaze (Su): Using a full attack action, Salbastus can summon up the dark energies of Pluton into his being and expel it in the form of a black wall of fire. The black fire has a radius of 60ft expanding outward from Salbastus. All living creatures who come into contact with it must immediately make a save (will DC 28) or contract the Gray Wasting disease and take 20d6 points of damage, reflex (DC 25) half. Once used, Salbastus cannot use this ability for another 1d4 rounds. Salbastus can even use this ability on planes other then Hades, but it takes him 1 full round to summon the energy, and he can expel it on the following round; likewise after Salbastus uses this ability on another plane, he cannot use it again for another 1d10 rounds.

Death Throes (Ex): If killed, Salbastus explodes in a roar of black flames that deals 50 points of damage (half fire, half magical) to everything within 100 feet.

Spell-like Abilities: At will – fear, deeper darkness, desecrate, produce flame, see invisibility, mirror image, invisibility, fog cloud, pyrotechnics, cloud kill, symbol, acid fog, analyze dweomer, true seeing, animate dead, telekinesis, passwall, greater dispelling, lightning bolt, fireball, circle of death, insanity, shadow walk, levitate, control undead, plane shift, incendiary cloud, discern location, demand, screen, etherealness, and eyebite. 1/day – gate, prismatic sphere, energy drain, refuge and meteor swarm.
These abilities are as the spells cast by a 20th level sorcerer (save DC = 17 + spell level).

At will, Salbastus can use teleport without error (self plus 200 pounds) as the spell cast by a 20th level sorcerer.

Quick Healing (Ex): Salbastus heals hit points at a rate of 20 per round. This ability functions until he reaches –10hp.

Salbastus’ Fane: +5 huge unholy keen dancing greatsword of wounding. In addition, all who get struck by the sword are subject to a contagion effect, as the spell cast by a 20th level sorcerer. (What disease it is, is totally up to the DM.)

(Note: For info on the Gray Wasting disease, see the Manual of the Planes.)
 
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