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New yugoloths
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<blockquote data-quote="Krishnath" data-source="post: 132788" data-attributes="member: 56"><p><span style="color: lightblue">Very cool yugoloths, mind if I post one? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"><strong>Arachnoloth</strong></span></p><p><span style="color: lightblue"><strong>Large Outsider (Evil)</strong></span></p><p><span style="color: lightblue"><strong>Hit Dice:</strong> 6d8+24 (51 hp)</span></p><p><span style="color: lightblue"><strong>Initiative:</strong> +4 (Dex)</span></p><p><span style="color: lightblue"><strong>Speed:</strong> 30', Climb 15'</span></p><p><span style="color: lightblue"><strong>AC:</strong> 20 (-1 Size, +4 Dex, +7 natural)</span></p><p><span style="color: lightblue"><strong>Attacks:</strong> 2 claws +9 melee, 1 bite +4 melee</span></p><p><span style="color: lightblue"><strong>Damage:</strong> claws 1d6+4, bite 1d8+2 plus poison</span></p><p><span style="color: lightblue"><strong>Face/Reach:</strong> 10' by 10'/5'</span></p><p><span style="color: lightblue"><strong>Special Attacks:</strong> Spells; spell-like abilities; poison; summon yugoloth;</span></p><p><span style="color: lightblue"><strong>Special Qualities:</strong> SR 15; damage reduction 10/+1, yugoloth qualities;</span></p><p><span style="color: lightblue"><strong>Saves:</strong> Fort +9, Ref +9, Will +8</span></p><p><span style="color: lightblue"><strong>Abilities:</strong> Str 19, Dex 19, Con 18, Int 19, Wis 16, Cha 18,</span></p><p><span style="color: lightblue"><strong>Skills:</strong> Climb +12, Concentration +12, Hide +14, Knowledge (Arcana) +12, Knowledge (The Planes) +12, Listen +11, Move Silently +16, Spellcraft +12, Spot +11,</span></p><p><span style="color: lightblue"><strong>Feats:</strong> Combat Casting, Dodge, Run,</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"><strong>Climate/Terrain:</strong> Any land and underground</span></p><p><span style="color: lightblue"><strong>Organization:</strong> Solitary, Pair, or Raiding Party (3-5 plus 9-15 Mezzoloths)</span></p><p><span style="color: lightblue"><strong>Challenge Rating:</strong> 9</span></p><p><span style="color: lightblue"><strong>Treasure:</strong> Double Standard</span></p><p><span style="color: lightblue"><strong>Alignment:</strong> Always Neutral Evil</span></p><p><span style="color: lightblue"><strong>Advancment:</strong> 7-12 HD (Large), 13-18 HD (Huge) or by character class.</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue">Arachnoloths, or spiderdeamons are not to be confused with the spawn of Lolth. These creatures are purebred Yugoloths. </span></p><p><span style="color: lightblue">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.</span></p><p><span style="color: lightblue">Arachnoloths frequently advance in the Sorcerer class.</span></p><p><span style="color: lightblue">Spiderdeamons speak Abyssal, Draconic, and Infernal.</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"><strong>Combat:</strong></span></p><p><span style="color: lightblue"> 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.</span></p><p><span style="color: lightblue"> <strong>Spells:</strong> Arachnoloths cast spells as 6th level sorcerers, preferring spells that drain or maim their opponents.</span></p><p><span style="color: lightblue"> <strong>Spell-like Abilities:</strong> 4/day - <em>Darkness</em>; 1/day - <em>dancing lights</em>, <em>Desecrate</em>, <em>Detect Chaos</em>, <em>Detect Evil</em>, <em>Detect Good</em>, <em>Detect Law</em>, <em>Detect Magic</em>, <em>Faerie Fire</em>, <em>Levitate</em>, and <em>Unholy Blight</em>. These Abilities are as the spells cast by a 6th-level sorcerer (DC 14 + spell level)</span></p><p><span style="color: lightblue"> <strong>Poison (Ex):</strong> Bite, Fortitude save (DC 18), initial and secondary damage 2d4 temporary Strength.</span></p><p><span style="color: lightblue"> <em>Summon Yugoloth (sp):</em> Once per day, an arachnoloth can attempt to summon an arachnoloth or 1d3 mezzoloths with a 40% chance of success.</span></p><p><span style="color: lightblue"> <strong>Skills:</strong> Arachnoloths recieve a +4 racial bonus to Hide and Move Silently checks.</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"><strong><u>Yugoloth Qualities:</u></strong></span></p><p><span style="color: lightblue"><strong> Immunities (Ex):</strong> Yugoloths are immune to poison and acid.</span></p><p><span style="color: lightblue"> <strong>Resistances (Ex):</strong> Yugoloths have cold, electricity and fire resistance 20</span></p><p><span style="color: lightblue"> <strong>Telepathy (Su):</strong> Yugoloths can communicate telepathically with any creature within 100' that has a language.</span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue"></span></p><p><span style="color: lightblue">And as I said, very cool Yugoloths <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></span></p></blockquote><p></p>
[QUOTE="Krishnath, post: 132788, member: 56"] [color=lightblue]Very cool yugoloths, mind if I post one? :D [b]Arachnoloth Large Outsider (Evil) Hit Dice:[/b] 6d8+24 (51 hp) [b]Initiative:[/b] +4 (Dex) [b]Speed:[/b] 30', Climb 15' [b]AC:[/b] 20 (-1 Size, +4 Dex, +7 natural) [b]Attacks:[/b] 2 claws +9 melee, 1 bite +4 melee [b]Damage:[/b] claws 1d6+4, bite 1d8+2 plus poison [b]Face/Reach:[/b] 10' by 10'/5' [b]Special Attacks:[/b] Spells; spell-like abilities; poison; summon yugoloth; [b]Special Qualities:[/b] SR 15; damage reduction 10/+1, yugoloth qualities; [b]Saves:[/b] Fort +9, Ref +9, Will +8 [b]Abilities:[/b] Str 19, Dex 19, Con 18, Int 19, Wis 16, Cha 18, [b]Skills:[/b] Climb +12, Concentration +12, Hide +14, Knowledge (Arcana) +12, Knowledge (The Planes) +12, Listen +11, Move Silently +16, Spellcraft +12, Spot +11, [b]Feats:[/b] Combat Casting, Dodge, Run, [b]Climate/Terrain:[/b] Any land and underground [b]Organization:[/b] Solitary, Pair, or Raiding Party (3-5 plus 9-15 Mezzoloths) [b]Challenge Rating:[/b] 9 [b]Treasure:[/b] Double Standard [b]Alignment:[/b] Always Neutral Evil [b]Advancment:[/b] 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. [b]Combat:[/b] 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. [b]Spells:[/b] Arachnoloths cast spells as 6th level sorcerers, preferring spells that drain or maim their opponents. [b]Spell-like Abilities:[/b] 4/day - [i]Darkness[/i]; 1/day - [i]dancing lights[/i], [i]Desecrate[/i], [i]Detect Chaos[/i], [i]Detect Evil[/i], [i]Detect Good[/i], [i]Detect Law[/i], [i]Detect Magic[/i], [i]Faerie Fire[/i], [i]Levitate[/i], and [i]Unholy Blight[/i]. These Abilities are as the spells cast by a 6th-level sorcerer (DC 14 + spell level) [b]Poison (Ex):[/b] Bite, Fortitude save (DC 18), initial and secondary damage 2d4 temporary Strength. [i]Summon Yugoloth (sp):[/i] Once per day, an arachnoloth can attempt to summon an arachnoloth or 1d3 mezzoloths with a 40% chance of success. [b]Skills:[/b] Arachnoloths recieve a +4 racial bonus to Hide and Move Silently checks. [b][u]Yugoloth Qualities:[/u] Immunities (Ex):[/b] Yugoloths are immune to poison and acid. [b]Resistances (Ex):[/b] Yugoloths have cold, electricity and fire resistance 20 [b]Telepathy (Su):[/b] Yugoloths can communicate telepathically with any creature within 100' that has a language. And as I said, very cool Yugoloths :D[/color] [/QUOTE]
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