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Revising the Yugoloths
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<blockquote data-quote="Pants" data-source="post: 1109594" data-attributes="member: 8849"><p><strong>On that note... the mezzodaemon.. I mean mezzoloth!</strong></p><p></p><p><strong>MEZZOLOTH</strong></p><p><strong>Medium Outsider (Evil, Extraplanar)</strong></p><p><strong>Hit Dice</strong>: 8d8+40 (76 hp)</p><p><strong>Initiative</strong>: +2</p><p><strong>Speed</strong>: 40 ft. (8 squares)</p><p><strong>Armor Class</strong>: 22 (+2 Dex, +9 natural, +1 shield), touch 12, flat-footed 20</p><p><strong>Base Attack/Grapple</strong>: +8/+13</p><p><strong>Attack</strong>: <em>+1 trident</em> +15 melee (1d8+6) </p><p><strong>Full Attack</strong>: <em>+1 trident</em> +15/+10 melee (1d8+6) or <em>+1 trident</em> +11 ranged (1d8+6) or 2 claws +13 melee (1d4+5)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Rage, spell-like abilities <em>summon yugoloths</em></p><p><strong>Special Qualities</strong>: Damage reduction 10/good or silver, darkvision 60 ft., immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, spell resistance 19, stability, telepathy 100 ft.</p><p><strong>Saves</strong>: Fort +11, Ref +8, Will +8</p><p><strong>Abilities</strong>: Str 21, Dex 15, Con 21, Int 8, Wis 14, Cha 16</p><p><strong>Skills</strong>: Bluff +14, Climb +16, Intimidate +16, Jump +16, Search +18 Spot +20, Swim +16</p><p><strong>Feats</strong>: Cleave, Power Attack, Weapon Focus (trident)</p><p><strong>Environment</strong>: Bleak Eternity of Gehenna</p><p><strong>Organization</strong>: Solitary, squad (4-8), or platoon (10-18 plus 1 ultroloth)</p><p><strong>Challenge Rating</strong>: 8</p><p><strong>Treasure</strong>: Standard plus <em>+1 trident</em> </p><p><strong>Alignment</strong>: Always neutral evil</p><p><strong>Advancement</strong>: 9-16 HD (Medium); 17-24 HD (Large)</p><p></p><p><em>This insect-like creature is roughly the size of a man and is covered in mottled gray chitin plate. Two large, bulbous eyes protrude from its wedge shaped head, both of which burn with intense hatred. In one clawed hand is gripped a long trident and in the other a dull, steel shield.</em> </p><p></p><p>The mezzoloth is the common foot soldier in the yugoloths armies. However, despite their relatively low intellect, mezzoloths are fearsome foes. Their skill in melee is why they are such valued meat grinders. There are stories that circle throughout the planes of entire fiendish armies fleeing from massed battalions of mezzoloths flying into a battle rage all at the same time. Believe me cutter, seeing a horde of those buggers all foaming at the mandibles and looking for your blood is enough to make you <em>almost</em> call out for the Lady.</p><p>Mezzoloths stand about 5 feet tall and weigh around 350 pounds. </p><p></p><p><strong>COMBAT</strong></p><p></p><p>A mezzoloth’s battle plan is simple: charge, stab until dead, rinse and repeat as necessary. However, occasionally, mezzoloths will soften up their foes with a <em>cloudkill</em> or two and charge into the center of the cloud, attempting to cause as much damage and chaos as possible. When faced with spellcasters, they usually use a <em>dispel magic</em> or two and even if it doesn’t succeed, they’ll charge in anyways.</p><p>A mezzoloth’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>Rage (Ex)</strong>: Twice per day, a mezzoloth can enter into a fierce battle rage that lasts for 10 rounds (3 + the mezzoloth’s newly improved Constitution modifier). This functions like a Barbarian’s Rage ability (PHB pg. 25). The following changes are in effect for as long as it rages: AC 20 (touch 10, flat-footed 18); +16 hp; hp 92; Attack +17/+12 melee (1d8+8, <em>+1 trident</em>); SV Fort +13, Will +10; Str 25, Con 25; Climb +18, Jump +18, Swim +18. At the end of the rage, the mezzoloth is fatigued for the duration of the encounter.</p><p><strong>Spell-like Abilities</strong>: At will – <em>darkness, greater teleport </em>(self plus 50 pounds of objects only),<em> haste, see invisibility</em>; 2/day – <em>cloudkill</em> (DC 18), <em>dispel magic</em>. Caster level 8th. The save DC’s are Charisma based.</p><p><strong>Stability (Ex)</strong>: The clawed hooks on a mezzoloth’s feet give it a +4 bonus to avoid being tripped or bull rushed when it is standing on the ground.</p><p><em>Summon Yugoloths</em> <strong>(Sp)</strong>: Once per day, a mezzoloth can attempt to summon 1d3 skereloths or another mezzoloth with a 40% chance of success. This is the equivalent of a 3rd level spell.</p><p><strong>Skills</strong>: Mezzoloths have a +8 racial bonus to Search and Spot checks.</p><p></p><p>The mezzoloth was kind of difficult to do. The MotP portrayed it as a very bland monster, just some Spell-like Abilities and the ability to summon and that's all. So, the addition of its Rage ability is my attempt at spicing it up and it also fits in with its position as the yugoloth tough soldier.</p><p>So, whaddya think?</p></blockquote><p></p>
[QUOTE="Pants, post: 1109594, member: 8849"] [b]On that note... the mezzodaemon.. I mean mezzoloth![/b] [b]MEZZOLOTH[/b] [b]Medium Outsider (Evil, Extraplanar)[/b] [b]Hit Dice[/b]: 8d8+40 (76 hp) [b]Initiative[/b]: +2 [b]Speed[/b]: 40 ft. (8 squares) [b]Armor Class[/b]: 22 (+2 Dex, +9 natural, +1 shield), touch 12, flat-footed 20 [b]Base Attack/Grapple[/b]: +8/+13 [b]Attack[/b]: [I]+1 trident[/I] +15 melee (1d8+6) [b]Full Attack[/b]: [I]+1 trident[/I] +15/+10 melee (1d8+6) or [I]+1 trident[/I] +11 ranged (1d8+6) or 2 claws +13 melee (1d4+5) [b]Space/Reach[/b]: 5 ft./5 ft. [b]Special Attacks[/b]: Rage, spell-like abilities [i]summon yugoloths[/i] [b]Special Qualities[/b]: Damage reduction 10/good or silver, darkvision 60 ft., immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, spell resistance 19, stability, telepathy 100 ft. [b]Saves[/b]: Fort +11, Ref +8, Will +8 [b]Abilities[/b]: Str 21, Dex 15, Con 21, Int 8, Wis 14, Cha 16 [b]Skills[/b]: Bluff +14, Climb +16, Intimidate +16, Jump +16, Search +18 Spot +20, Swim +16 [b]Feats[/b]: Cleave, Power Attack, Weapon Focus (trident) [b]Environment[/b]: Bleak Eternity of Gehenna [b]Organization[/b]: Solitary, squad (4-8), or platoon (10-18 plus 1 ultroloth) [b]Challenge Rating[/b]: 8 [b]Treasure[/b]: Standard plus [I]+1 trident[/I] [b]Alignment[/b]: Always neutral evil [b]Advancement[/b]: 9-16 HD (Medium); 17-24 HD (Large) [I]This insect-like creature is roughly the size of a man and is covered in mottled gray chitin plate. Two large, bulbous eyes protrude from its wedge shaped head, both of which burn with intense hatred. In one clawed hand is gripped a long trident and in the other a dull, steel shield.[/I] The mezzoloth is the common foot soldier in the yugoloths armies. However, despite their relatively low intellect, mezzoloths are fearsome foes. Their skill in melee is why they are such valued meat grinders. There are stories that circle throughout the planes of entire fiendish armies fleeing from massed battalions of mezzoloths flying into a battle rage all at the same time. Believe me cutter, seeing a horde of those buggers all foaming at the mandibles and looking for your blood is enough to make you [I]almost[/I] call out for the Lady. Mezzoloths stand about 5 feet tall and weigh around 350 pounds. [b]COMBAT[/b] A mezzoloth’s battle plan is simple: charge, stab until dead, rinse and repeat as necessary. However, occasionally, mezzoloths will soften up their foes with a [I]cloudkill[/I] or two and charge into the center of the cloud, attempting to cause as much damage and chaos as possible. When faced with spellcasters, they usually use a [I]dispel magic[/I] or two and even if it doesn’t succeed, they’ll charge in anyways. A mezzoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. [b]Rage (Ex)[/b]: Twice per day, a mezzoloth can enter into a fierce battle rage that lasts for 10 rounds (3 + the mezzoloth’s newly improved Constitution modifier). This functions like a Barbarian’s Rage ability (PHB pg. 25). The following changes are in effect for as long as it rages: AC 20 (touch 10, flat-footed 18); +16 hp; hp 92; Attack +17/+12 melee (1d8+8, [I]+1 trident[/I]); SV Fort +13, Will +10; Str 25, Con 25; Climb +18, Jump +18, Swim +18. At the end of the rage, the mezzoloth is fatigued for the duration of the encounter. [b]Spell-like Abilities[/b]: At will – [I]darkness, greater teleport [/i](self plus 50 pounds of objects only),[i] haste, see invisibility[/I]; 2/day – [I]cloudkill[/I] (DC 18), [I]dispel magic[/i]. Caster level 8th. The save DC’s are Charisma based. [b]Stability (Ex)[/b]: The clawed hooks on a mezzoloth’s feet give it a +4 bonus to avoid being tripped or bull rushed when it is standing on the ground. [I]Summon Yugoloths[/I] [b](Sp)[/b]: Once per day, a mezzoloth can attempt to summon 1d3 skereloths or another mezzoloth with a 40% chance of success. This is the equivalent of a 3rd level spell. [b]Skills[/b]: Mezzoloths have a +8 racial bonus to Search and Spot checks. The mezzoloth was kind of difficult to do. The MotP portrayed it as a very bland monster, just some Spell-like Abilities and the ability to summon and that's all. So, the addition of its Rage ability is my attempt at spicing it up and it also fits in with its position as the yugoloth tough soldier. So, whaddya think? [/QUOTE]
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