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<blockquote data-quote="Magus Darkholme" data-source="post: 132608" data-attributes="member: 3120"><p>Here's yugo number two!<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> </p><p></p><p>ESPIALOTH</p><p>Small outsider (Evil)</p><p>Hit dice: 4d8+4 (20hp)</p><p>Initiative: +8 (+4dex, +4improved initiative) </p><p>Speed: 30ft; fly 75ft (good)</p><p>AC: 17 (+1size, +4dex, +2natural)</p><p>Attacks: 2claws+6 melee</p><p>Damage: Claw 1d4+1+paralysis</p><p>Face/reach: 5ft by 5ft/5ft</p><p>Special attacks: Spell-like abilities, paralysis, summon yugoloth</p><p>Special qualities: Damage reduction 10/+1, SR 16, yugoloth qualities, form change</p><p>Saves: Fort+5, ref+8, will+6</p><p>Abilities: Str-12, dex-18, con-12, int-13, wis-15, cha-16</p><p>Skills: Hide+7, move silently+7, sense motive+7, listen+7, spot+4, gather info+4</p><p>Feats: Improved initiative, combat casting</p><p>Climate/terrain: any land and underground</p><p>Organization: solitary or pair</p><p>Challenge rating: 5</p><p>Treasure: standard</p><p>Alignment: Always neutral evil</p><p>Advancement: 5-8HD (small)</p><p></p><p>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. </p><p>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.</p><p>Espialoths speak abyssal, celestial, infernal and at least one other language.</p><p></p><p>COMBAT</p><p>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.</p><p></p><p>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.</p><p></p><p>Summon Yugoloth (Sp): Once per day, an espialoth can attempt to summon 1d2 other espialoths or one canoloth with a 20% chance of success. </p><p></p><p>Yugoloth Qualities:</p><p>Immunities (Ex): Yugoloths are immune to poison and acid. </p><p>Resistances (Ex): Yugoloths have a cold, fire, and electricity resistance of 20.</p><p>Telepathy (Su): Yugoloths can communicate telepathically with any creature within 100ft that has a language.</p><p></p><p>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.</p><p>Other than that, this ability is just like a polymorph self spell cast by an 12th level sorcerer.</p><p></p><p>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.</p><p>These abilities are as the spells cast by a 6th level sorcerer (save DC = 13 + spell level).</p><p></p><p>Once per day, an espialoth can use teleport without error (self plus 10 pounds only) as the spell cast by a 12 level sorcerer.</p></blockquote><p></p>
[QUOTE="Magus Darkholme, post: 132608, member: 3120"] 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. [/QUOTE]
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