Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Revising the Yugoloths
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Pants" data-source="post: 1092474" data-attributes="member: 8849"><p>Here's Sr. Arcanaloth!</p><p></p><p><strong>ARCANALOTH</strong></p><p><strong>Medium Outsider (Evil, Extraplanar)</strong></p><p><strong>Hit Dice</strong>: 15d8+75 (142 hp)</p><p><strong>Initiative</strong>: +11</p><p><strong>Speed</strong>: 30 ft. (6 squares), fly 60 ft. (good)</p><p><strong>Armor Class</strong>: 31 (+7 Dex, +14 natural), touch 17, flat-footed 24</p><p><strong>Base Attack/Grapple</strong>: +15/+17</p><p><strong>Attack</strong>: Claw +22 melee (1d6+2 plus poison)</p><p><strong>Full Attack</strong>: 2 claws +22 melee (1d6+2 plus poison)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Poison, spells, spell-like abilities, <em>summon yugoloths</em> </p><p><strong>Special Qualities</strong>: Damage reduction 15/good, darkvision 60 ft., fast healing 2, immunity to acid and poison, item mastery, partial immunity to spells, resistance to cold 10 and electricity 10 and fire 10, spell resistance 28, telepathy 100 ft., true seeing</p><p><strong>Saves</strong>: Fort +16, Ref +16, Will +15</p><p><strong>Abilities</strong>: Str 15, Dex 25, Con 21, Int 26, Wis 22, Cha 22</p><p><strong>Skills</strong>: Appraise +26, Bluff +24, Concentration +23, Decipher Script +26, Diplomacy +28, Forgery +26, Hide +16, Listen +24, Knowledge (arcana) +26, Knowledge (history) +26, Knowledge (the planes) +26, Knowledge (religion) +26, Move Silently +16, Sense Motive +24, Search +26, Spellcraft +28, Spot +24</p><p><strong>Feats</strong>: Empower Spell, Great Fortitude, Improved Initiative, Maximize Spell, Quicken Spell, Weapon Finesse</p><p><strong>Environment</strong>: Bleak Eternity of Gehenna</p><p><strong>Organization</strong>: Solitary, pair, or group (1 arcanaloth, 1-3 shadoloths, 1-6 piscoloths)</p><p><strong>Challenge Rating</strong>: 18</p><p><strong>Treasure</strong>: Double standard coins; standard items</p><p><strong>Alignment</strong>: Always neutral evil</p><p><strong>Advancement</strong>: 16-30 HD (medium); 31-45 HD (large)</p><p></p><p><em>This jackal-headed creature is garbed in long, flowing robes and it floats an inch or two off of the ground. Its inhuman eyes glitter coldly with an unnatural intelligence.</em></p><p></p><p>Arcanaloths are the arcane masters of yugoloth society, possessing powers rivaling that of any mortal wizard and sometimes even that of the Demon Princes and Arch Devils. Whereas ultroloths lead the yugoloths in battle and strategize, the arcanaloths relentlessly pursue any arcane knowledge, all for the benefits of the yugoloths and… well, themselves, of course.</p><p>Arcanaloths stand just above six feet in height and weigh a mere 165 pounds.</p><p></p><p><strong>COMBAT</strong></p><p></p><p>The typical arcanaloth will know you’re coming before you even think about, thus they usually plan accordingly (<em>Better watch what you think about, berk</em>). Arcanaloths harass their foes with their spells and spell-like abilities and retreat before anyone has a chance to retaliate. If things look grim, the arcanaloth will attempt to summon aid and flee at the first opportunity.</p><p>An arcanaloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.</p><p><strong>Flight (Su)</strong>: An arcanaloth can magically fly at a speed of 60 feet with good maneuverability. This is in all other respects similar to a fly spell cast by a 15th level caster. If dispelled, the arcanaloth can resume this effect as free action on its next turn.</p><p><strong>Item Mastery (Ex)</strong>: Arcanaloths are masters of magical items and can use any spell completion item as if he had that spell on his spell list.</p><p><strong>Partial Immunity to Spells</strong>: Arcanaloths are completely immune to mind-affecting spells and effects.</p><p><strong>Poison (Ex)</strong>: An arcanaloth’s claws secrete a deadly poison. Anyone struck by its claw attack must make a Fort save (DC 22) or take 1d6 points of Intelligence damage. The initial and secondary damage is the same. The save DC is Constitution based.</p><p><strong>Spell-like Abilities</strong>: At will – <em>darkness, fear </em>(DC 20), <em>greater teleport</em> (self plus 50 pounds of objects only), <em>magic missile, major image </em>(DC 19), <em>polymorph</em> (self only), <em>telekinesis </em>(DC 21), <em>unholy blight</em> (DC 20). Caster level 15th. The save DC’s are Charisma based.</p><p><strong>Spells</strong>: An arcanaloth can cast spells as a 15th level wizard </p><p><em>Typical wizard spells memorized (spells per day 4/7/6/6/6/5/4/3/2; save DC 18 + spell level): 0 – acid splash, detect magic, ray of frost, read magic; 1st – expeditious retreat, mage armor, protection from good, ray of enfeeblement(2), shield(2); 2nd – bear’s endurance, melf’s acid arrow, protection from arrows, scorching ray, touch of idiocy, web; 3rd – dispel magic, fireball, magic circle against good, protection from energy, slow, stinking cloud; 4th – confusion, dimensional anchor, ice storm, magic missile </em>(maximized)<em>, phantasmal killer, wall of fire; 5th – baleful polymorph, cloudkill, cone of cold, lightning bolt</em>(empowered)<em>, wall of force; 6th – chain lightning, disintegrate, greater dispel magic, mislead; 7th – fireball </em>(quickened)<em>, prismatic spray, spell turning; 8th – horrid wilting, polar ray.</em></p><p>A typical arcanaloth could have access to any spell in the PHB.</p><p><em>Summon Yugoloths</em> <strong>(Sp)</strong>: Once per day an arcanaloth can summon 1-2 nycaloths or 1 shadoloth with a 70% chance of success. This ability is the equivalent of a 8th level spell.</p><p><strong>True Seeing (Su)</strong>: Arcanaloths have a continuous true seeing ability, as the spell (caster level 15th). </p><p></p><p>Thoughts? Suggestions?</p><p></p><p>Next up are the Nycaloth and the Shadoloth (unique creation). Stay tuned!</p></blockquote><p></p>
[QUOTE="Pants, post: 1092474, member: 8849"] Here's Sr. Arcanaloth! [b]ARCANALOTH[/b] [b]Medium Outsider (Evil, Extraplanar)[/b] [b]Hit Dice[/b]: 15d8+75 (142 hp) [b]Initiative[/b]: +11 [b]Speed[/b]: 30 ft. (6 squares), fly 60 ft. (good) [b]Armor Class[/b]: 31 (+7 Dex, +14 natural), touch 17, flat-footed 24 [b]Base Attack/Grapple[/b]: +15/+17 [b]Attack[/b]: Claw +22 melee (1d6+2 plus poison) [b]Full Attack[/b]: 2 claws +22 melee (1d6+2 plus poison) [b]Space/Reach[/b]: 5 ft./5 ft. [b]Special Attacks[/b]: Poison, spells, spell-like abilities, [i]summon yugoloths[/i] [b]Special Qualities[/b]: Damage reduction 15/good, darkvision 60 ft., fast healing 2, immunity to acid and poison, item mastery, partial immunity to spells, resistance to cold 10 and electricity 10 and fire 10, spell resistance 28, telepathy 100 ft., true seeing [b]Saves[/b]: Fort +16, Ref +16, Will +15 [b]Abilities[/b]: Str 15, Dex 25, Con 21, Int 26, Wis 22, Cha 22 [b]Skills[/b]: Appraise +26, Bluff +24, Concentration +23, Decipher Script +26, Diplomacy +28, Forgery +26, Hide +16, Listen +24, Knowledge (arcana) +26, Knowledge (history) +26, Knowledge (the planes) +26, Knowledge (religion) +26, Move Silently +16, Sense Motive +24, Search +26, Spellcraft +28, Spot +24 [b]Feats[/b]: Empower Spell, Great Fortitude, Improved Initiative, Maximize Spell, Quicken Spell, Weapon Finesse [b]Environment[/b]: Bleak Eternity of Gehenna [b]Organization[/b]: Solitary, pair, or group (1 arcanaloth, 1-3 shadoloths, 1-6 piscoloths) [b]Challenge Rating[/b]: 18 [b]Treasure[/b]: Double standard coins; standard items [b]Alignment[/b]: Always neutral evil [b]Advancement[/b]: 16-30 HD (medium); 31-45 HD (large) [i]This jackal-headed creature is garbed in long, flowing robes and it floats an inch or two off of the ground. Its inhuman eyes glitter coldly with an unnatural intelligence.[/i] Arcanaloths are the arcane masters of yugoloth society, possessing powers rivaling that of any mortal wizard and sometimes even that of the Demon Princes and Arch Devils. Whereas ultroloths lead the yugoloths in battle and strategize, the arcanaloths relentlessly pursue any arcane knowledge, all for the benefits of the yugoloths and… well, themselves, of course. Arcanaloths stand just above six feet in height and weigh a mere 165 pounds. [b]COMBAT[/b] The typical arcanaloth will know you’re coming before you even think about, thus they usually plan accordingly ([i]Better watch what you think about, berk[/i]). Arcanaloths harass their foes with their spells and spell-like abilities and retreat before anyone has a chance to retaliate. If things look grim, the arcanaloth will attempt to summon aid and flee at the first opportunity. An arcanaloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. [b]Flight (Su)[/b]: An arcanaloth can magically fly at a speed of 60 feet with good maneuverability. This is in all other respects similar to a fly spell cast by a 15th level caster. If dispelled, the arcanaloth can resume this effect as free action on its next turn. [b]Item Mastery (Ex)[/b]: Arcanaloths are masters of magical items and can use any spell completion item as if he had that spell on his spell list. [b]Partial Immunity to Spells[/b]: Arcanaloths are completely immune to mind-affecting spells and effects. [b]Poison (Ex)[/b]: An arcanaloth’s claws secrete a deadly poison. Anyone struck by its claw attack must make a Fort save (DC 22) or take 1d6 points of Intelligence damage. The initial and secondary damage is the same. The save DC is Constitution based. [b]Spell-like Abilities[/b]: At will – [I]darkness, fear [/I](DC 20), [I]greater teleport[/I] (self plus 50 pounds of objects only), [I]magic missile, major image [/I](DC 19), [I]polymorph[/i] (self only), [i]telekinesis [/I](DC 21), [I]unholy blight[/I] (DC 20). Caster level 15th. The save DC’s are Charisma based. [b]Spells[/b]: An arcanaloth can cast spells as a 15th level wizard [I]Typical wizard spells memorized (spells per day 4/7/6/6/6/5/4/3/2; save DC 18 + spell level): 0 – acid splash, detect magic, ray of frost, read magic; 1st – expeditious retreat, mage armor, protection from good, ray of enfeeblement(2), shield(2); 2nd – bear’s endurance, melf’s acid arrow, protection from arrows, scorching ray, touch of idiocy, web; 3rd – dispel magic, fireball, magic circle against good, protection from energy, slow, stinking cloud; 4th – confusion, dimensional anchor, ice storm, magic missile [/I](maximized)[I], phantasmal killer, wall of fire; 5th – baleful polymorph, cloudkill, cone of cold, lightning bolt[/I](empowered)[I], wall of force; 6th – chain lightning, disintegrate, greater dispel magic, mislead; 7th – fireball [/I](quickened)[I], prismatic spray, spell turning; 8th – horrid wilting, polar ray.[/I] A typical arcanaloth could have access to any spell in the PHB. [i]Summon Yugoloths[/I] [b](Sp)[/b]: Once per day an arcanaloth can summon 1-2 nycaloths or 1 shadoloth with a 70% chance of success. This ability is the equivalent of a 8th level spell. [b]True Seeing (Su)[/b]: Arcanaloths have a continuous true seeing ability, as the spell (caster level 15th). Thoughts? Suggestions? Next up are the Nycaloth and the Shadoloth (unique creation). Stay tuned! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Revising the Yugoloths
Top