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<blockquote data-quote="BOZ" data-source="post: 708969" data-attributes="member: 1241"><p>YUGOLOTH, BAERNALOTH</p><p>Large Outsider (Evil)</p><p>Hit Dice: 11d8+22 (71 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 30 ft</p><p>AC: 24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22</p><p>Attacks: 2 claws +13 melee, bite +7 melee</p><p>Damage: Claw 1d8+2, bite 2d6+1</p><p>Face/Reach: 5 ft by 10 ft/5 ft</p><p>Special Attacks: Spell-like abilities, reopen wounds</p><p>Special Qualities: DR 10/+1, close wounds, outsider traits, SR 21, yugoloth traits</p><p>Saves: Fort +9, Ref +9, Will +13</p><p>Abilities: Str 15, Dex 14, Con 14, Int 15, Wis 19, Cha 17</p><p>Skills: Climb +11, Concentration +14, Diplomacy +7, Gather Information +14, Intimidate +17, Knowledge (the planes) +12, Listen +13, Sense Motive +12, Spot +13</p><p>Feats: Iron Will, Power Attack, Weapon Focus (claw)</p><p></p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary</p><p>Challenge Rating: 9</p><p>Treasure: Standard (coins and gems only)</p><p>Alignment: Always neutral evil</p><p>Advancement: 12-22 HD (Large); 23-33 HD (Huge)</p><p></p><p>The baernaloth is an outcast among yugoloths. Some have speculated that it is not even a true yugoloth, or is of some sort of progenitor race to the yugoloths – the truth has been lost with time. They are always encountered alone, and most are reclusive and inactive. They live alone on the Gray Waste of Hades, not even associating with other yugoloths, and even lacking the power to summon them. Other yugoloths offer them a surprising amount of respect, for some unknown reason. It is said that they possess the mysteries and secrets of the yugoloth race.</p><p> A baernaloth is a tall, lanky creature, with long limbs. Its head is huge with large curving horns, and its mouth looks like that of a skeletal horse, with skin stretched over it. Its gray skin drips with pus, and its faraway, glassy yellow eyes ooze a revolting liquid. Though they travel alone most of the time, they occasionally take night hags or nightmares for companions. </p><p> Baernaloths see the main purpose for their existence as bringing misery and pain to lesser creatures. They are cold and emotionless, causing agony and anguish to all they meet. They enjoy coming up with new methods to bring physical and emotional pain to sentient creatures. Baernaloths sometimes go mad, and decide to try to control the events around them. They conquer and control the creatures of the Lower Planes, and plan the devastation of everything.</p><p></p><p>COMBAT</p><p>The baernaloth prefers to use its dangerous physical attacks to its spell-like abilities, as it has a power that allows its attacks to cause further damage. Surviving victims are often put into a dungeon, where the baernaloth will reopen and close its wounds over and over again. The baernaloth only uses its ability to close wounds to keep its victims alive, that it may continue to cause them pain. The baernaloth will not use this power if it feels it would be putting itself at risk by keeping opponents alive and healthy.</p><p> Spell-Like Abilities: At will – alter self, charm person, contagion, darkness, detect magic, discern lies, emotion, fear, minor image, produce flame, suggestion, teleport without error; 3/day – cloudkill, true seeing; 1/day – demand, symbol. Caster level 11th; save DC 10 + spell level.</p><p> Reopen Wounds (Su): 3 times per day, a baernaloth can cause wounds that it has created on victims to be revisited. The baernaloth can repeat any damage caused by its claws and bite attacks from one round, in the last 24 hours, causing the wounds to tear open agonizingly. Victims must be within a line of sight, and up to 30 feet away from the baernaloth. Thus, if a baernaloth inflicts 4 points of damage with a claw attack, 6 with another, and 10 points with its bite attack all in the same round to the same character, it can later use this ability to cause 20 points of damage to that same character. This ability is a free action and can be used in addition to any other attack. There is no saving throw against this ability.</p><p> Close Wounds (Su): Within a range of 30 feet, a baernaloth can instantly heal any amount of damage that it has inflicted on a creature with a physical attack. This is done at will, an unlimited number of times per day.</p><p> Outsider Traits: A baernaloth has darkvision (60-footrange). It cannot be raised or resurrected. </p><p> Yugoloth Traits: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 20. Yugoloths can communicate telepathically with any creature within 100 feet that has a language.</p><p></p><p>The baernaloth first appeared in Planes of Conflict (1995).</p></blockquote><p></p>
[QUOTE="BOZ, post: 708969, member: 1241"] YUGOLOTH, BAERNALOTH Large Outsider (Evil) Hit Dice: 11d8+22 (71 hp) Initiative: +2 (Dex) Speed: 30 ft AC: 24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22 Attacks: 2 claws +13 melee, bite +7 melee Damage: Claw 1d8+2, bite 2d6+1 Face/Reach: 5 ft by 10 ft/5 ft Special Attacks: Spell-like abilities, reopen wounds Special Qualities: DR 10/+1, close wounds, outsider traits, SR 21, yugoloth traits Saves: Fort +9, Ref +9, Will +13 Abilities: Str 15, Dex 14, Con 14, Int 15, Wis 19, Cha 17 Skills: Climb +11, Concentration +14, Diplomacy +7, Gather Information +14, Intimidate +17, Knowledge (the planes) +12, Listen +13, Sense Motive +12, Spot +13 Feats: Iron Will, Power Attack, Weapon Focus (claw) Climate/Terrain: Any land and underground Organization: Solitary Challenge Rating: 9 Treasure: Standard (coins and gems only) Alignment: Always neutral evil Advancement: 12-22 HD (Large); 23-33 HD (Huge) The baernaloth is an outcast among yugoloths. Some have speculated that it is not even a true yugoloth, or is of some sort of progenitor race to the yugoloths – the truth has been lost with time. They are always encountered alone, and most are reclusive and inactive. They live alone on the Gray Waste of Hades, not even associating with other yugoloths, and even lacking the power to summon them. Other yugoloths offer them a surprising amount of respect, for some unknown reason. It is said that they possess the mysteries and secrets of the yugoloth race. A baernaloth is a tall, lanky creature, with long limbs. Its head is huge with large curving horns, and its mouth looks like that of a skeletal horse, with skin stretched over it. Its gray skin drips with pus, and its faraway, glassy yellow eyes ooze a revolting liquid. Though they travel alone most of the time, they occasionally take night hags or nightmares for companions. Baernaloths see the main purpose for their existence as bringing misery and pain to lesser creatures. They are cold and emotionless, causing agony and anguish to all they meet. They enjoy coming up with new methods to bring physical and emotional pain to sentient creatures. Baernaloths sometimes go mad, and decide to try to control the events around them. They conquer and control the creatures of the Lower Planes, and plan the devastation of everything. COMBAT The baernaloth prefers to use its dangerous physical attacks to its spell-like abilities, as it has a power that allows its attacks to cause further damage. Surviving victims are often put into a dungeon, where the baernaloth will reopen and close its wounds over and over again. The baernaloth only uses its ability to close wounds to keep its victims alive, that it may continue to cause them pain. The baernaloth will not use this power if it feels it would be putting itself at risk by keeping opponents alive and healthy. Spell-Like Abilities: At will – alter self, charm person, contagion, darkness, detect magic, discern lies, emotion, fear, minor image, produce flame, suggestion, teleport without error; 3/day – cloudkill, true seeing; 1/day – demand, symbol. Caster level 11th; save DC 10 + spell level. Reopen Wounds (Su): 3 times per day, a baernaloth can cause wounds that it has created on victims to be revisited. The baernaloth can repeat any damage caused by its claws and bite attacks from one round, in the last 24 hours, causing the wounds to tear open agonizingly. Victims must be within a line of sight, and up to 30 feet away from the baernaloth. Thus, if a baernaloth inflicts 4 points of damage with a claw attack, 6 with another, and 10 points with its bite attack all in the same round to the same character, it can later use this ability to cause 20 points of damage to that same character. This ability is a free action and can be used in addition to any other attack. There is no saving throw against this ability. Close Wounds (Su): Within a range of 30 feet, a baernaloth can instantly heal any amount of damage that it has inflicted on a creature with a physical attack. This is done at will, an unlimited number of times per day. Outsider Traits: A baernaloth has darkvision (60-footrange). It cannot be raised or resurrected. Yugoloth Traits: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 20. Yugoloths can communicate telepathically with any creature within 100 feet that has a language. The baernaloth first appeared in Planes of Conflict (1995). [/QUOTE]
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