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: 1103949" data-attributes="member: 8849"><p>Not done with the Shadoloth (yeah, yeah, you can sack me later), but here's the Nycaloth.</p><p></p><p>I'm going to go over the old ones and do some slight modifications, mainly fixing errors and I'm still contemplating the Ultroloth's DR.</p><p></p><p><strong>NYCALOTH</strong></p><p><strong>Large Outsider (Evil, Extraplanar)</strong></p><p><strong>Hit Dice</strong>: 14d8+84 (147 hp)</p><p><strong>Initiative</strong>: +3</p><p><strong>Speed</strong>: 40 ft. (8 squares); fly 90 ft. (good)</p><p><strong>Armor Class</strong>: 26 (-1 size, +3 Dex, +14 natural), touch 12, flat-footed 23</p><p><strong>Base Attack/Grapple</strong>: +14/+26</p><p><strong>Attack</strong>: Claw +22 melee (2d6+8/19-20 x3 plus poison)</p><p><strong>Full Attack</strong>: 2 Claws +22 melee (2d6+8/19-20 x3 plus poison) and bite +17 melee (2d4+4)</p><p><strong>Space/Reach</strong>: 10 ft./10 ft.</p><p><strong>Special Attacks</strong>: Augmented critical, fear aura, improved grab, poison, rake, spell-like abilities, <em>summon yugoloths</em>, wounding</p><p><strong>Special Qualities</strong>: Damage reduction 10/good, darkvision 60 ft., fast healing 2, immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, spell resistance 25, telepathy 100 ft.</p><p><strong>Saves</strong>: Fort +15, Ref +12, Will +12</p><p><strong>Abilities</strong>: Str 27, Dex 17, Con 23, Int 14, Wis 16, Cha 18</p><p><strong>Skills</strong>: Bluff +21, Climb +25, Concentration +23, Intimidate +23, Jump +25, Knowledge (the planes) +19, Listen +20, Search +19, Spot +20, Survival +20 (+22 on the planes)</p><p><strong>Feats</strong>: Cleave, Great Cleave, Improved Bull Rush, Power Attack, Weapon Focus (claw)</p><p><strong>Environment</strong>: Bleak Eternity of Gehenna</p><p><strong>Organization</strong>: Solitary, squad (4-8)</p><p><strong>Challenge Rating</strong>: 14</p><p><strong>Treasure</strong>: Standard</p><p><strong>Alignment</strong>: Always neutral evil</p><p><strong>Advancement</strong>: 15-28 HD (Large); 29-42 HD (Huge)</p><p></p><p><em>This large gargoyle-like creature stands over 12 feet tall.  Two powerful arms, each ending in a vicious looking clawed hand, extend from the creature’s sides.  A canine-like head tops the creature’s torso and a pair of large, scaly bat wings extends from its back.  A wicked grin, revealing rows of sharp teeth, splits its face in two.</em></p><p></p><p>Nycaloths are the elite air cavalry of the yugoloth armies and thus usually lead daring charges against enemy forces.  Despite their bestial appearances, nycaloths are wickedly intelligent and usually use tactics against their foes, however sometimes a nycaloth’s love for melee combat will drive it into a frenzy, causing it to forgo its spell-like abilities in favor of tearing things with its multiple claws.</p><p>A nycaloth stands near 13 feet tall and weighs roughly 2,000 pounds.</p><p></p><p><strong>COMBAT</strong></p><p></p><p>Nycaloths love to enter into melee and tear at their opponents with their claws.  They usually activate their Fear Auras to drive away weaker opponents and then engage the remaining ones.</p><p>A nycaloth’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>Augmented Critical (Ex)</strong>:  A nycaloth threatens a critical hit on a 19-20 with its claws and on a successful critical, deals triple damage.</p><p><strong>Fear Aura (Su)</strong>: Nycaloths can radiate a 5-foot-radius fear aura as a free action.  Affected creatures must succeed on a DC 21 Will save or be affected as though by a fear spell (caster level 14th).  A creature that successfully saves cannot be affected again by the same nycaloth’s fear aura for 24 hours.  Other yugoloths are immune to this aura.  The save DC is Charisma based.</p><p><strong>Improved Grab (Ex)</strong>: To use this ability, the nycaloth must hit with 2 claw 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 establishes a hold and can attempt to rake the opponent with its hind legs on the following round.</p><p><strong>Poison (Ex)</strong>:  A nycaloth’s claws secrete a deadly poison.  Anyone struck by its claw attack must make a Fort save (DC 23) or take 1d6 points of Constitution damage.  The initial and secondary damage is the same.  The save DC is Constitution based.</p><p><strong>Rake (Ex)</strong>: Two claws, attack bonus +22, damage 2d6+8.</p><p><strong>Spell-like Abilities</strong>: At will – <em>deeper darkness, dispel magic, greater teleport </em>(self plus 50 pounds of objects only), <em>invisibility, see invisibility</em>; 2/day – <em>scorching ray </em>(2 rays only), <em>silence </em>(DC 16), <em>unholy blight </em>(DC 18).  Caster level 14th.  The save DC’s are Charisma based.</p><p><strong>Wounding (Ex)</strong>: A nycaloth’s claw attacks continue to bleed long after the wound was inflicted.  An injured creature loses 1 additional hit points each round.  The wound does not heal naturally and resists healing spells.  The continuing hit point loss can be stopped with a DC 23 Heal check, a <em>cure</em> spell, or a <em>heal</em> spell.  However, a character attempting to cast a <em>cure</em> or <em>heal</em> spell on a damaged creature must succeed on a DC 23 caster level check, or the spell has no effect on the injured character.  If the check succeeds, the wound stops bleeding and the spell functions normally.</p><p>Multiple wounds are cumulative, thus a creature hit three times by a nycaloth’s claws loses 3 hit points per round, however only one Heal check, <em>cure</em> spell, or <em>heal</em> spell is needed to stop multiple wounds.  The check DC is Constitution based.</p><p><em>Summon Yugoloths</em> <strong>(Sp)</strong>:  Once per day a nycaloth can attempt to summon 1d4 mezzoloths or another nycaloth with a 40% chance of success.  This is the equivalent of a 6th level spell.</p><p></p><p>Have fun!</p></blockquote><p></p>
[QUOTE="Pants, post: 1103949, member: 8849"] Not done with the Shadoloth (yeah, yeah, you can sack me later), but here's the Nycaloth. I'm going to go over the old ones and do some slight modifications, mainly fixing errors and I'm still contemplating the Ultroloth's DR. [b]NYCALOTH[/b] [b]Large Outsider (Evil, Extraplanar)[/b] [b]Hit Dice[/b]: 14d8+84 (147 hp) [b]Initiative[/b]: +3 [b]Speed[/b]: 40 ft. (8 squares); fly 90 ft. (good) [b]Armor Class[/b]: 26 (-1 size, +3 Dex, +14 natural), touch 12, flat-footed 23 [b]Base Attack/Grapple[/b]: +14/+26 [b]Attack[/b]: Claw +22 melee (2d6+8/19-20 x3 plus poison) [b]Full Attack[/b]: 2 Claws +22 melee (2d6+8/19-20 x3 plus poison) and bite +17 melee (2d4+4) [b]Space/Reach[/b]: 10 ft./10 ft. [b]Special Attacks[/b]: Augmented critical, fear aura, improved grab, poison, rake, spell-like abilities, [i]summon yugoloths[/i], wounding [b]Special Qualities[/b]: Damage reduction 10/good, darkvision 60 ft., fast healing 2, immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, spell resistance 25, telepathy 100 ft. [b]Saves[/b]: Fort +15, Ref +12, Will +12 [b]Abilities[/b]: Str 27, Dex 17, Con 23, Int 14, Wis 16, Cha 18 [b]Skills[/b]: Bluff +21, Climb +25, Concentration +23, Intimidate +23, Jump +25, Knowledge (the planes) +19, Listen +20, Search +19, Spot +20, Survival +20 (+22 on the planes) [b]Feats[/b]: Cleave, Great Cleave, Improved Bull Rush, Power Attack, Weapon Focus (claw) [b]Environment[/b]: Bleak Eternity of Gehenna [b]Organization[/b]: Solitary, squad (4-8) [b]Challenge Rating[/b]: 14 [b]Treasure[/b]: Standard [b]Alignment[/b]: Always neutral evil [b]Advancement[/b]: 15-28 HD (Large); 29-42 HD (Huge) [I]This large gargoyle-like creature stands over 12 feet tall. Two powerful arms, each ending in a vicious looking clawed hand, extend from the creature’s sides. A canine-like head tops the creature’s torso and a pair of large, scaly bat wings extends from its back. A wicked grin, revealing rows of sharp teeth, splits its face in two.[/I] Nycaloths are the elite air cavalry of the yugoloth armies and thus usually lead daring charges against enemy forces. Despite their bestial appearances, nycaloths are wickedly intelligent and usually use tactics against their foes, however sometimes a nycaloth’s love for melee combat will drive it into a frenzy, causing it to forgo its spell-like abilities in favor of tearing things with its multiple claws. A nycaloth stands near 13 feet tall and weighs roughly 2,000 pounds. [b]COMBAT[/b] Nycaloths love to enter into melee and tear at their opponents with their claws. They usually activate their Fear Auras to drive away weaker opponents and then engage the remaining ones. A nycaloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. [b]Augmented Critical (Ex)[/b]: A nycaloth threatens a critical hit on a 19-20 with its claws and on a successful critical, deals triple damage. [b]Fear Aura (Su)[/b]: Nycaloths can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 21 Will save or be affected as though by a fear spell (caster level 14th). A creature that successfully saves cannot be affected again by the same nycaloth’s fear aura for 24 hours. Other yugoloths are immune to this aura. The save DC is Charisma based. [b]Improved Grab (Ex)[/b]: To use this ability, the nycaloth must hit with 2 claw 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 establishes a hold and can attempt to rake the opponent with its hind legs on the following round. [b]Poison (Ex)[/b]: A nycaloth’s claws secrete a deadly poison. Anyone struck by its claw attack must make a Fort save (DC 23) or take 1d6 points of Constitution damage. The initial and secondary damage is the same. The save DC is Constitution based. [b]Rake (Ex)[/b]: Two claws, attack bonus +22, damage 2d6+8. [b]Spell-like Abilities[/b]: At will – [I]deeper darkness, dispel magic, greater teleport [/I](self plus 50 pounds of objects only), [I]invisibility, see invisibility[/I]; 2/day – [I]scorching ray [/I](2 rays only), [I]silence [/I](DC 16), [I]unholy blight [/I](DC 18). Caster level 14th. The save DC’s are Charisma based. [b]Wounding (Ex)[/b]: A nycaloth’s claw attacks continue to bleed long after the wound was inflicted. An injured creature loses 1 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped with a DC 23 Heal check, a [i]cure[/i] spell, or a [i]heal[/i] spell. However, a character attempting to cast a [i]cure[/i] or [i]heal[/i] spell on a damaged creature must succeed on a DC 23 caster level check, or the spell has no effect on the injured character. If the check succeeds, the wound stops bleeding and the spell functions normally. Multiple wounds are cumulative, thus a creature hit three times by a nycaloth’s claws loses 3 hit points per round, however only one Heal check, [i]cure[/i] spell, or [i]heal[/i] spell is needed to stop multiple wounds. The check DC is Constitution based. [I]Summon Yugoloths[/I] [b](Sp)[/b]: Once per day a nycaloth can attempt to summon 1d4 mezzoloths or another nycaloth with a 40% chance of success. This is the equivalent of a 6th level spell. Have fun! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Revising the Yugoloths
Top