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New yugoloths
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<blockquote data-quote="Magus Darkholme" data-source="post: 134257" data-attributes="member: 3120"><p>And contestant number four...</p><p></p><p>PORCULOTH</p><p>Medium-sized outsider (Evil)</p><p>Hit dice: 8d8+32 (68hp)</p><p>Initiative: +3 (dex)</p><p>Speed: 30ft</p><p>AC: 19 (+3dex, +6natural)</p><p>Attacks: 2claws+11 melee, bite+9 melee</p><p>Damage: Claw 1d6+3+disease, bite 1d8+1</p><p>Face/reach: 5ft by 5ft/5ft</p><p>Special attacks: Spell-like abilities, quills, quill blast, summon yugoloth, disease</p><p>Special qualities: Damage reduction 20/+2, SR 20, yugoloth qualities</p><p>Saves: fort+10 ref+9 will+8</p><p>Abilities: str-17, dex-16, con-18, int-9, wis-14, cha-16</p><p>Skills: Hide+8, sense motive+10, intimidate+8, move silently+10, spot+12, listen+10</p><p>Feats: Multiattack, power attack, combat reflexes</p><p>Climate/terrain: Any land and underground</p><p>Organization: Solitary, pair, company (2-5) or squad (5-20 plus one ultroloth) </p><p>Challenge rating: 12</p><p>Treasure: Half coins, standard goods, standard items</p><p>Alignment: Always neutral evil</p><p>Advancement: 9-15HD (medium-sized), 16-20HD (large)</p><p></p><p>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.</p><p>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.</p><p>Porculoths speak abyssal, draconic and infernal; some also speak broken common.</p><p></p><p>COMBAT</p><p>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.</p><p></p><p>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.</p><p>(NOTE: A creature does not make a fortitude save per quill, the save DC is for the quills as a whole.)</p><p></p><p>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.</p><p></p><p>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.</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>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.</p><p></p><p>Spell-like Abilities: At will – deeper darkness, invisibility, desecrate, produce flame, dispel magic, nondetection, fear. 1/day – bestow curse, dimension door, prying eyes.</p><p>These abilities are as the spells cast by a 12th level sorcerer (save DC = 13 + spell level).</p><p></p><p>Twice per day, a porculoth can use teleport without error (self plus 50 pounds only) as the spell cast by a 12th level sorcerer.</p></blockquote><p></p>
[QUOTE="Magus Darkholme, post: 134257, member: 3120"] 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. [/QUOTE]
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