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Revising the Yugoloths
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<blockquote data-quote="Pants" data-source="post: 1107650" data-attributes="member: 8849"><p><strong>The Yagnoloth</strong></p><p></p><p><strong>YAGNOLOTH</strong></p><p><strong>Large Outsider (Evil, Extraplanar)</strong></p><p><strong>Hit Dice</strong>: 13d8+78 (136 hp)</p><p><strong>Initiative</strong>: +6</p><p><strong>Speed</strong>: 50 ft. (10 squares) </p><p><strong>Armor Class</strong>: 24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22</p><p><strong>Base Attack/Grapple</strong>: +13/+27</p><p><strong>Attack</strong>: Slam +23 melee (2d6+10 plus 1d8 electricity)</p><p><strong>Full Attack</strong>: <em>+1 longsword</em> +14/+9/+4 melee (2d6+1) and Slam +23 melee (2d6+10 plus 1d8 electricity)</p><p><strong>Space/Reach</strong>: 10 ft./10 ft. (15 ft. with slam)</p><p><strong>Special Attacks</strong>: Breath weapon, energy drain, spell-like abilities, stunning blow</p><p><strong>Special Qualities</strong>: Damage reduction 10/good, darkvision 60 ft., fast healing 2, immunity to acid and poison, muscular arm, resistance to cold 10, electricity 10, and fire 10, spell resistance 22, telepathy 100 ft.</p><p><strong>Saves</strong>: Fort +14, Ref +10, Will +10</p><p><strong>Abilities</strong>: Str 31, Dex 15, Con 23, Int 14, Wis 14, Cha 16</p><p><strong>Skills</strong>: Bluff +19, Climb +26, Diplomacy +23, Intimidate +21, Knowledge (the planes) +18, Knowledge (nobility) +18, Listen +18, Search +18, Spot +18, Survival +18 (+22 tracking)</p><p><strong>Feats</strong>: Cleave, Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (slam)</p><p><strong>Environment</strong>: Bleak Eternity of Gehenna</p><p><strong>Organization</strong>: Solitary</p><p><strong>Challenge Rating</strong>: 12</p><p><strong>Treasure</strong>: Standard coins plus <em>+1 longsword</em></p><p><strong>Alignment</strong>: Always neutral evil</p><p><strong>Advancement</strong>: 14-26 HD (Large); 27-39 HD (Huge)</p><p></p><p><em>This large, red skinned creature possesses a long, snakelike tail and a skeletal head topped with ears that resemble bat wings. One of its arms is massively long and muscular, while the other is about the size of a normal, human arm..</em></p><p></p><p>In the nonsensical feudal hierarchy of Gehenna, the yagnoloths are the minor lords. Even though they are no smarter or stronger than many of the other yugoloths, they still rule over fairly large territories with multitudes of vassal yugoloths at their beck and call. However, because of this yagnoloths are universally despised by other yugoloths and as such, possess no summoning abilities.</p><p>Yagnoloths are between 10 to 15 feet tall and around 3,500 pounds.</p><p></p><p><strong>COMBAT</strong></p><p></p><p>Despite their limited magical abilities, yagnoloths are fearsome in melee combat. They wade into their opponents, slashing with their <em>+1 longswords</em> and sundering any weapons, that cause them harm, with their slam attacks.</p><p>A yagnoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. Plus, its slam attack is also treated as adamantine for the purpose of overcoming damage reduction and hardness.</p><p><strong>Breath Weapon (Su)</strong>: As a standard action, a yagnoloth can exhale a 30-foot cone of acidic gas, once every 1d4 rounds, dealing 6d6 acid damage (Ref DC 22 half). Additionally, those who fail the Reflex save must make a Fort save (DC 22) or take –2 penalty on all attack rolls, damage rolls, ability checks and skill checks from burning acid for the next 2d6 rounds. The save DC’s are Constitution based.</p><p><strong>Energy Drain (Su)</strong>: As a standard action, a yagnoloth can fire a thin, red beam from its forehead, with a range of 60 ft. (no range increment) and must succeed at a ranged touch attack to hit. This beam otherwise functions as an <em>enervation</em> spell (Caster level 13th).</p><p><strong>Muscular Arm (Ex)</strong>: A yagnoloth’s larger arm functions as a primary natural weapon, even when it is used to make secondary attacks. This ability is negates any secondary attack penalty and allows the yagnoloth its full Strength bonus with its slam, whether the attack is primary or secondary. Its large arm is also treated as an adamantine weapon for the purpose of overcoming damage reduction and hardness.</p><p>Additionally, a yagnoloth’s smaller arm is treated as if it had a Strength of 10, for the purposes of damage and to-hit rolls.</p><p><strong>Spell-like Abilities</strong>: 2/day – <em>greater teleport </em>(self plus 50 pounds of objects only). Caster level 13th.</p><p><strong>Stunning Blow (Ex)</strong>: Three times per day, a yagnoloth can make a stunning attack with its slam. When an opponent is hit by the stunning attack, it must make a Fort save (DC 26) or be stunned for 6 rounds (or a number of rounds equal to the yagnoloth’s Constitution modifier, minimum 1 round). The save DC is Strength based.</p><p></p><p>The Yagnoloth was one of the few 3.0 'loths that was actually a solid challenge for its CR. Good attacks, good abilities (I toned down the stunning blow a lot!), overall an effective melee combatant. The only thing he really needed, was HP to back up the claim.</p><p></p><p>When I'm done with all of the 'loths, I'll be happy to give out .doc files to those who want them.</p></blockquote><p></p>
[QUOTE="Pants, post: 1107650, member: 8849"] [b]The Yagnoloth[/b] [b]YAGNOLOTH[/b] [b]Large Outsider (Evil, Extraplanar)[/b] [b]Hit Dice[/b]: 13d8+78 (136 hp) [b]Initiative[/b]: +6 [b]Speed[/b]: 50 ft. (10 squares) [b]Armor Class[/b]: 24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22 [b]Base Attack/Grapple[/b]: +13/+27 [b]Attack[/b]: Slam +23 melee (2d6+10 plus 1d8 electricity) [b]Full Attack[/b]: [I]+1 longsword[/I] +14/+9/+4 melee (2d6+1) and Slam +23 melee (2d6+10 plus 1d8 electricity) [b]Space/Reach[/b]: 10 ft./10 ft. (15 ft. with slam) [b]Special Attacks[/b]: Breath weapon, energy drain, spell-like abilities, stunning blow [b]Special Qualities[/b]: Damage reduction 10/good, darkvision 60 ft., fast healing 2, immunity to acid and poison, muscular arm, resistance to cold 10, electricity 10, and fire 10, spell resistance 22, telepathy 100 ft. [b]Saves[/b]: Fort +14, Ref +10, Will +10 [b]Abilities[/b]: Str 31, Dex 15, Con 23, Int 14, Wis 14, Cha 16 [b]Skills[/b]: Bluff +19, Climb +26, Diplomacy +23, Intimidate +21, Knowledge (the planes) +18, Knowledge (nobility) +18, Listen +18, Search +18, Spot +18, Survival +18 (+22 tracking) [b]Feats[/b]: Cleave, Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (slam) [b]Environment[/b]: Bleak Eternity of Gehenna [b]Organization[/b]: Solitary [b]Challenge Rating[/b]: 12 [b]Treasure[/b]: Standard coins plus [I]+1 longsword[/I] [b]Alignment[/b]: Always neutral evil [b]Advancement[/b]: 14-26 HD (Large); 27-39 HD (Huge) [I]This large, red skinned creature possesses a long, snakelike tail and a skeletal head topped with ears that resemble bat wings. One of its arms is massively long and muscular, while the other is about the size of a normal, human arm..[/I] In the nonsensical feudal hierarchy of Gehenna, the yagnoloths are the minor lords. Even though they are no smarter or stronger than many of the other yugoloths, they still rule over fairly large territories with multitudes of vassal yugoloths at their beck and call. However, because of this yagnoloths are universally despised by other yugoloths and as such, possess no summoning abilities. Yagnoloths are between 10 to 15 feet tall and around 3,500 pounds. [b]COMBAT[/b] Despite their limited magical abilities, yagnoloths are fearsome in melee combat. They wade into their opponents, slashing with their [I]+1 longswords[/I] and sundering any weapons, that cause them harm, with their slam attacks. A yagnoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. Plus, its slam attack is also treated as adamantine for the purpose of overcoming damage reduction and hardness. [b]Breath Weapon (Su)[/b]: As a standard action, a yagnoloth can exhale a 30-foot cone of acidic gas, once every 1d4 rounds, dealing 6d6 acid damage (Ref DC 22 half). Additionally, those who fail the Reflex save must make a Fort save (DC 22) or take –2 penalty on all attack rolls, damage rolls, ability checks and skill checks from burning acid for the next 2d6 rounds. The save DC’s are Constitution based. [b]Energy Drain (Su)[/b]: As a standard action, a yagnoloth can fire a thin, red beam from its forehead, with a range of 60 ft. (no range increment) and must succeed at a ranged touch attack to hit. This beam otherwise functions as an [I]enervation[/I] spell (Caster level 13th). [b]Muscular Arm (Ex)[/b]: A yagnoloth’s larger arm functions as a primary natural weapon, even when it is used to make secondary attacks. This ability is negates any secondary attack penalty and allows the yagnoloth its full Strength bonus with its slam, whether the attack is primary or secondary. Its large arm is also treated as an adamantine weapon for the purpose of overcoming damage reduction and hardness. Additionally, a yagnoloth’s smaller arm is treated as if it had a Strength of 10, for the purposes of damage and to-hit rolls. [b]Spell-like Abilities[/b]: 2/day – [I]greater teleport [/I](self plus 50 pounds of objects only). Caster level 13th. [b]Stunning Blow (Ex)[/b]: Three times per day, a yagnoloth can make a stunning attack with its slam. When an opponent is hit by the stunning attack, it must make a Fort save (DC 26) or be stunned for 6 rounds (or a number of rounds equal to the yagnoloth’s Constitution modifier, minimum 1 round). The save DC is Strength based. The Yagnoloth was one of the few 3.0 'loths that was actually a solid challenge for its CR. Good attacks, good abilities (I toned down the stunning blow a lot!), overall an effective melee combatant. The only thing he really needed, was HP to back up the claim. When I'm done with all of the 'loths, I'll be happy to give out .doc files to those who want them. [/QUOTE]
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