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<blockquote data-quote="Magus Darkholme" data-source="post: 135819" data-attributes="member: 3120"><p>Yet another new yugo...</p><p></p><p>TERROLOTH</p><p>Medium outsider (Evil)</p><p>Hit dice: 14d8+28 (92hp)</p><p>Initiative: +5 (dex)</p><p>Speed: 30ft</p><p>AC: 21 (+5dex, +2natural, +4ash cloud)</p><p>Attacks: 2claws+18 melee or +2 unholy bastard sword+20/+15/+10 melee</p><p>Damage: Claw 1d4+4, +2 unholy bastard sword 1d10 (+2d6 vs. enemies of good alignment)</p><p>Face/reach: 5ft by 5ft/5ft</p><p>Special attacks: Fear aura, spell-like abilities, summon yugoloth, engulf, psionics</p><p>Special qualities: Damage reduction 25/+3, SR 27, yugoloth qualities, ash cloud</p><p>Saves: Fort+12, dex+14, will+12</p><p>Abilities: Str-18, dex-20, con-15, int-12, wis-16, cha-16</p><p>Skills: Hide+17, move silently+17, spot+15, listen+15, spellcraft+15, knowledge (arcane)+15, sense motive+15, diplomacy+15</p><p>Feats: Quicken spell, combat manifestation, combat reflexes, combat casting</p><p>Climate/terrain: Any land and underground</p><p>Organization: Solitary or pair</p><p>Challenge rating: 16</p><p>Treasure: Double standard</p><p>Alignment: Always neutral evil</p><p>Advancement: 15-22HD (medium-sized), 23-28HD (large)</p><p></p><p>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.</p><p>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. </p><p>There is nothing a terroloth likes more than to hear the screams of their victims as they torture them, slowly.</p><p>Terroloths speak abyssal, draconic and infernal.</p><p></p><p>COMBAT</p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p>A wind wall, gust of wind or any other wind spell negate this ability.</p><p></p><p>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). </p><p>Likewise, a character is blind when in the cloud, and remains blind for 2d4 rounds when out of the cloud.</p><p>A wind wall, gust of wind or any other wind spell negate this ability.</p><p></p><p>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.</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>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.</p><p>These abilities are as the spells cast by a 14th level sorcerer (save DC = 13 + spell level).</p><p></p><p>At will, a terroloth can use teleport without error (self plus 50 pounds) as the spell cast by a 12th level sorcerer.</p><p></p><p>Psionics (Sp): Psionic Combat Modes - Att- Ego whip, mind blast, id insinuation, psychic crush/def - all.</p><p> 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.</p><p>These abilities are as the powers manifested by a 10th level psion (save DC = 1d20 + power level + the key ability modifier).</p></blockquote><p></p>
[QUOTE="Magus Darkholme, post: 135819, member: 3120"] 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). [/QUOTE]
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