demiurge1138 said:
Ah, still nice work.
So, how about that update...?
Demiurge out.
Update time! Got kinda sidetracked on school stuff so that's really the only reason this one is so late. This should be the end. I don't know of any other 'loths. However, I may do a Demodand/Gerheleth revision next.
Enjoy the Piscoloth and the Shadoloth!
PISCOLOTH
Medium Outsider (Evil, Extraplanar)
Hit Dice: 10d8+60 (105 hp)
Initiative: +7
Speed: 30 ft. (6 squares), swim 60 ft.
Armor Class: 24 (+3 Dex, +11 natural), touch 13, flat-footed 21
Base Attack/Grapple: +10/+14
Attack: Pincer +14 melee (2d6+4/19-20/x3)
Full Attack: 2 pincers +14 melee (2d6+4/19-20/x3) and tail +12 melee (2d4+2 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented critical, constrict 2d6+8, improved grab, paralysis, poison, spell-like abilities,
summon yugoloths
Special Qualities: All-around vision, damage reduction 10/good, darkvision 60 ft., immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, spell resistance 21, telepathy 100 ft.
Saves: Fort +13, Ref +10, Will +10
Abilities: Str 19, Dex 17, Con 23, Int 14, Wis 16, Cha 18
Skills: Bluff +17, Concentration +19, Intimidate +19, Jump +19, Knowledge (the planes) +15, Listen +16, Spot +16, Survival +16 (+18 when on other planes), Swim +19, Tumble +18
Feats: Combat Expertise, Improved Initiative, Multiattack, Power Attack
Environment: Bleak Eternity of Gehenna
Organization: Solitary, squad (4-8), or platoon (6-18)
Challenge Rating: 10
Treasure: Standard coins; standard items
Alignment: Always neutral evil
Advancement: 11-20 HD (Medium); 21-30 HD (Large)
This strange creature looks to be a grotesque amalgamation of various species of animals. Its body is red and chitinous, like a lobster’s, and a long fish-like tail sprouts from its back. Its two legs end in wickedly sharp bird-like talons and its two arms resemble the claws of a crab. Sickly looking tentacles hang from its face, each one dripping a foul looking fluid.
The piscoloths are the sergeants of overseers of the yugoloth armies. They are cruel and dictatorial and superbly dedicated to torturing and vindicating anything below them. One might think that these cruel oppressors are stupid, yet strangely enough, they are quite intelligent and cunning.
Piscoloths stand hunched over most of the time and as such are only around 6 feet in height. If they were ever to stand to their full height, they would be around 8 feet tall. Piscoloths weigh around 450 pounds.
COMBAT
Piscoloths are intelligent warriors and fight as such. They usually try to open battle with a
stinking cloud and follow up against hurt opponents with an
ice storm.
A piscoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
All-Around Vision (Ex): A piscoloth’s head can rotate up to 360 degrees giving it a +4 racial bonus on Spot and Search checks and it cannot be flanked except by a rogue of 14th level or higher.
Augmented Critical (Ex): A piscoloth threatens a critical hit on a 19-20 with its pincers and on a successful critical, deals triple damage.
Constrict (Ex): A piscoloth deals 2d6+8 points of damage on a successful grapple check with its pincers.
Improved Grab (Ex): To use this ability, the piscoloth must hit with at least 2 pincer attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it can then attempt to poison the character with its tentacles.
Paralysis (Ex): A character hit by a piscoloth’s tail attack must make a Fort save (DC 21) or become paralyzed for 1d6 rounds. The save DC is Constitution based.
Poison (Ex): The piscoloth can transfer a grabbed opponent to its tentacles as a free action. A creature grabbed by the tentacles must succeed at a Fort save (DC 21) or take 1d4 points of Constitution damage. The secondary damage is the same as the initial damage. The save DC is Constitution based.
Spell-like Abilities: At will –
darkness,
greater teleport (self plus 50 pounds of objects only),
stinking cloud (DC 17); 1/day –
ice storm,
phantasmal killer (DC 18). Caster level 10th. The save DC’s are Charisma based.
Summon Yugoloths (Sp): Once per day a piscoloth can attempt to summon 1d4 skereloths or another piscoloth with a 40% chance of success. This is the equivalent of a 5th level spell.
Skills: Piscoloths have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checsk, even if distracted or endangered.
SHADOLOTH
Medium Outsider (Evil, Extraplanar)
Hit Dice: 15d8+75 (142 hp)
Initiative: +14
Speed: 50 ft (10 squares)
Armor Class: 30 (+10 Dex, +5 natural, +5 deflection), touch 25, flat-footed 20
Base Attack/Grapple: +15/+22
Attack: Claw +25 melee (2d6+3 plus poison) or spines +25 ranged (2d4+3 plus poison)
Full Attack: 4 claws +25 melee (2d6+3 plus poison) and bite +23 melee (1d8+1) and tail slap +23 melee (1d6+1) or spines +25 ranged (2d4+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, sneak attack +7d6, spell-like abilities, spines,
summon shadows
Special Qualities: Cloak of shadows, damage reduction 15/good, darkvision 60 ft., immunity to acid and poison, improved evasion, resistance to cold 10 and electricity 10 and fire 10, see in darkness, spell resistance 28,
spider climb, telepathy 100 ft., true seeing, uncanny dodge
Saves: Fort +14, Ref +19, Will +15
Abilities: Str 17, Dex 31, Con 21, Int 22, Wis 22, Cha 22
Skills: Balance +30, Bluff +28, Concentration +23, Diplomacy +26, Disguise +24 (+26 when acting), Escape Artist +28, Hide +38, Jump +23, Knowledge (the planes) +24, Listen +24, Move Silently +28, Sense Motive +10, Spot +24, Tumble +30, Use Magic Device +24
Feats: Combat Expertise, Dodge, Improved Feint, Improved Initiative, Multiattack, Weapon Finesse
Environment: Bleak Eternity of Gehenna
Organization: Solitary
Challenge Rating: 17
Treasure: Double coins; standard items
Alignment: Always neutral evil
Advancement: 16-30 HD (Medium); 31-45 HD (Large)
This creature is roughly humanoid in appearance, except for its four muscular looking arms and arachnid-like head. A long, reptilian tail issues out of the creature’s back and onto the ground. Small barbed spines cover the creature’s back and run down its arms. Its clawed, four-fingered hands drip with a viscous substance.
The shadoloths are the elite spies and assassins in the yugoloth hierarchy. They often take on special missions from the arcanaloths and ultroloths, which usually involves eliminating rivals, making decisive strikes against Blood War targets, or (very rarely) killing power mages on the Material Plane.
Shadoloths stand about 7 feet tall and weigh roughly 250 pounds.
COMBAT
Shadoloths are quick and deadly opponents. They rarely stand up and fight against their enemies, preferring to strike from the shadows and retreat. They often use their
veil spell-like ability to full effect and try and gauge an opponent’s strength before striking.
However, because shadoloths are charged with very secretive and very important missions, they have no ability to summon others of their kind. They can, however, summon shadows instead.
A shadoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Cloak of Shadows (Su): A shadoloth is always shrouded in a cloak of insubstantial shadowstuff which grants it a +5 deflection bonus to Armor Class and a +10 circumstance bonus on Hide checks.
Poison (Ex): A shadoloth delivers its poison (Fort DC 22) with each successful claw or spine attack. Initial and secondary damage are the same (1d6 Str). The save DC is Constitution based.
See in Darkness (Su): A shadoloth sees perfectly in darkness of any kind, even that created by deeper darkness spells.
Sneak Attack (Ex): Anytime a shadoloth’s target is denied a Dexterity bonus, or when a target is flanked by a shadoloth, the shadoloth deals an additional 7d6 points of damage on a successful attack.
Spell-like Abilities: At will –
acid fog, deeper darkness, freedom of movement, greater dispel magic, greater teleport (self plus 50 pounds of objects only),
haste, polymorph (self only),
veil (DC 22)[/I]; 3/day –
power word blind ; 1/day –
blasphemy (DC 23),
unholy aura (DC 24). Caster level 15th. The save DC’s are Charisma based.
Spider Climb (Sp): A shadoloth is constantly under the effect of a spider climb spell (caster level 15th). It can pause or resume this effect as a free action on its turn.
Spines (Ex): A shadoloth’s arms and back are lined with small barbed spines. As a standard action, it can launch a spine as a ranged attack with a range of 80 ft. (no range increment). The spines that are launched grow back immediately.
Additionally, anyone grappling the shadoloth automatically takes spine and poison damage each round.
Summon Shadows (Sp): Once per day a shadoloth can automatically summon 1d6 shadows or 1 greater shadow. The shadows arrive instantaneously and remain for one hour. Any shadows spawned by the summoned shadows become uncontrolled when the shadow that created them is destroyed or returns from whence it came. This is the equivalent of an 8th-level spell.
True Seeing (Su): Shadoloths have a continuous true seeing ability, as the spell (caster level 15th).
Uncanny Dodge (Ex): A shadoloth retains its Dexterity bonus to Armor Class even when caught flat-footed or struck by an invisible attacker, and it cannot be flanked except by a rogue of 17th-level or higher. It can flank characters that also have uncanny dodge as if it were a 13th-level rogue.
Skills: A shadoloth has a +4 racial bonus on Bluff and Sense Motive checks.
For those that wanted the .doc file of these, I'm thinking of compiling it into a snazzy looking .pdf. So, if you want either or both (.doc for printability) I'll post up here when the .pdf is done.