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Revising the Yugoloths
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<blockquote data-quote="Pants" data-source="post: 1120205" data-attributes="member: 8849"><p><strong>The Canoloth and Dergholoth</strong></p><p></p><p>And now... the CANOLOTH (late...) dun dun DUN. Okay, enough of the overdramatization...</p><p></p><p><strong>CANOLOTH</strong></p><p><strong>Medium Outsider (Evil, Extraplanar)</strong></p><p><strong>Hit Dice</strong>: 6d8+24 (51 hp)</p><p><strong>Initiative</strong>: +5</p><p><strong>Speed</strong>: 50 ft. (10 squares)</p><p><strong>Armor Class</strong>: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19</p><p><strong>Base Attack/Grapple</strong>: +6/+11</p><p><strong>Attack</strong>: Tongue +12 melee (2d4+5 plus 1d6 acid and paralysis)</p><p><strong>Full Attack</strong>: Tongue +12 melee (2d4+5 plus 1d6 acid and paralysis) and 2 claws +9 melee (1d6+2)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft. (20 ft. with tongue)</p><p><strong>Special Attacks</strong>: Acidic tongue, improved grab, paralysis, spell-like abilities <em>summon yugoloths</em></p><p><strong>Special Qualities</strong>: Blindsight 60 ft., damage reduction 10/good or silver, darkvision 60 ft., immunities, immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, scent 60 ft., spell resistance 17, telepathy 100 ft.</p><p><strong>Saves</strong>: Fort +9, Ref +6, Will +8</p><p><strong>Abilities</strong>: Str 21, Dex 13, Con 19, Int 6, Wis 16, Cha 14</p><p><strong>Skills</strong>: Climb +14, Hide +10, Jump +14, Listen +22, Move Silently +10, Survival +12</p><p><strong>Feats</strong>: Improved Initiative, Multiattack, Weapon Focus (tongue)</p><p><strong>Environment</strong>: Bleak Eternity of Gehenna</p><p><strong>Organization</strong>: Solitary, or pack (2-8)</p><p><strong>Challenge Rating</strong>: 6</p><p><strong>Treasure</strong>: None</p><p><strong>Alignment</strong>: Always neutral evil</p><p><strong>Advancement</strong>: 7-12 HD (Medium); 13-18 HD (Large)</p><p></p><p><em>Resembling an armored bulldog in appearance, this strange creature stands roughly chest high on a human. A long, barbed tongue, dripping with a foul substance, hangs from a mouth composed of both a vertical and horizontal set of jaws. Strangely, the creature possesses no eyes or visual organs that you can see.</em></p><p></p><p>The canoloths are the scouts and skirmishers of the yugoloths armies, yet sometimes they are used as guardians or bodyguards for more powerful yugoloths. </p><p>Canoloths stand around 4 feet tall at their back and weigh around 350 pounds.</p><p></p><p><strong>COMBAT</strong></p><p></p><p>Canoloths are simple but effective combatants; they locate their opponents with their scent and blindsight and attempt to paralyze it with their tongue. Occasionally, a canoloth will have a brief (read: very brief) moment of tactical intelligence and use its <em>darkness</em> to blind and hinder its foes. However, it will most of the time stick to its tried and true ‘tongue and chew’ tactic.</p><p>A canoloth’s natural weapons, as well as any weapons it wields (seriously…), are treated as evil-aligned for the purpose of overcoming damage reduction.</p><p><strong>Acidic Tongue (Ex)</strong>: A canoloth’s tongue is constantly coated with a dangerous, flesh dissolving acid. Those struck by its tongue attack take 1d6 points of extra acid damage.</p><p> <strong>Blindsight (Ex)</strong>: A canoloth can use hearing to ascertain all foes within 60 feet as a sighted creature normally would.</p><p><strong>Immunities</strong>: Canoloths are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.</p><p><strong>Improved Grab (Ex)</strong>: To use this ability, a canoloth must hit with its tongue attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold it can attempt to pull the creature to its mouth in the same round by making a strength check. A creature that gets pulled into its mouth takes 1d8+2 points of damage every round that the canoloth maintains the hold, in addition to normal tongue damage.</p><p><strong>Paralysis (Ex)</strong>: Those struck by a canoloth’s tongue attack must succeed at a Fortitude save (DC 17) or be paralyzed for 2d4 rounds. The save DC is Constitution based.</p><p><strong>Spell-like Abilities</strong>: At will – <em>darkness, fear </em>(DC 16). Caster level 6th. The save DC’s are Charisma based.</p><p><em>Summon Yugoloths</em> <strong>(Sp)</strong>: Once per day, a canoloth can attempt to summon 1d3 skereloths or another canoloth with a 50% chance of success. This is the equivalent of a 3rd level spell.</p><p><strong>Skills</strong>: A canoloth has a +10 racial bonus on Listen checks.</p><p></p><p><strong>DERGHOLOTH</strong></p><p><strong>Large Outsider (Evil, Extraplanar)</strong></p><p><strong>Hit Dice</strong>: 8d8+32 (68 hp)</p><p><strong>Initiative</strong>: +3</p><p><strong>Speed</strong>: 30 ft. (6 squares)</p><p><strong>Armor Class</strong>: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16</p><p><strong>Base Attack/Grapple</strong>: +8/+17</p><p><strong>Attack</strong>: Claw +13 melee (1d4+5)</p><p><strong>Full Attack</strong>: 5 claws +13 melee (1d4+5) and mandibles +10 melee (2d6+2 plus poison)</p><p><strong>Space/Reach</strong>: 10 ft./10 ft.</p><p><strong>Special Attacks</strong>: Improved grab, spell-like abilities, <em>summon yugoloths</em>, tear</p><p><strong>Special Qualities</strong>: All-around vision, damage reduction 5/good or silver, darkvision 60 ft., immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, spell resistance 17, stability, telepathy 100 ft.</p><p><strong>Saves</strong>: Fort +10, Ref +9, Will +7</p><p><strong>Abilities</strong>: Str 21, Dex 17, Con 19, Int 4, Wis 12, Cha 14</p><p><strong>Skills</strong>: Balance +14, Climb +16, Listen +12, Spot +16, Swim +16</p><p><strong>Feats</strong>: Dodge, Multiattack, Weapon Focus (claw)</p><p><strong>Environment</strong>: Bleak Eternity of Gehenna</p><p><strong>Organization</strong>: Solitary or team (2-4)</p><p><strong>Challenge Rating</strong>: 7</p><p><strong>Treasure</strong>: Standard coins, plus1d3 gems (100 gp in value) in gizzard</p><p><strong>Alignment</strong>: Always neutral evil</p><p><strong>Advancement</strong>: 9-16 HD (Large); 17-24 HD (Huge)</p><p></p><p><em>This 8-foot tall, insectile creature possesses a round, chitin covered body with five arms protruding from its body along with three stumpy legs. Sticking out from its wedge shaped head are a pair of sharp looking mandibles that drip with a green, viscous substance.</em></p><p></p><p>The dergholoths are one of the strongest types of yugoloths, however they are also one of the dumbest, lacking even the incredible intellect of the canoloths. They fill much the same roles as the mezzoloths do, but they perform it in a less orderly and effective manner. Dergholoths spend much of their existence milling about and generally being loathsome. They are usually quite proud of their milling abilities and skill at being loathsome.</p><p>A dergholoth stands roughly 8 feet tall and weighs around 450 pounds.</p><p></p><p><strong>COMBAT</strong></p><p></p><p>Dergholoths are straightforward opponents, using mainly their claws and mandibles to tear their opponents apart. If commanded to, they will employ their spell-like abilities, but usually only then. Dergholoths are fanatical combatants and rarely retreat from battle, thus they almost always fight to the death.</p><p>A dergholoth’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>All-Around Vision (Ex)</strong>: A dergholoth’s head can up to 360 degrees giving it a +4 racial bonus on Spot and Search checks and it cannot be flanked.</p><p><strong>Improved Grab (Ex)</strong>: To use this ability, the dergholoth must hit with at least 2 claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. </p><p><strong>Poison (Ex)</strong>: A dergholoth delivers its poison with a successful mandible attack. Anyone struck by its mandibles must make a Fort save (DC 18) or take 1d6 points of Dexterity 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 16); 2/day – <em>deep slumber </em>(DC 15), <em>greater teleport </em>( elf plus 50 pounds of objects only); 1/day – <em>confusion </em>(DC 16). Caster level 8th. The save DC’s are Charisma based.</p><p><strong>Stability (Ex)</strong>: The dergholoth’s three feet make it extra hard to trip or push, giving it a +4 bonus to avoid being tripped or bull rushed.</p><p><strong>Tear (Ex)</strong>: Any creature that is pinned by a dergholoth automatically takes damage from all 5 of the dergholoth’s claw attacks every round so long as the pin is maintained. </p><p><em>Summon Yugoloths</em> <strong>(Sp)</strong>: Once per day, a dergholoth can attempt to summon 1d3 skereloths or another dergholoth with a 40% chance of success. This is the equivalent of a 4th level spell.</p><p></p><p>Does this look like a CR 7? Its damage output looks pretty high, so I'm not too sure...</p></blockquote><p></p>
[QUOTE="Pants, post: 1120205, member: 8849"] [b]The Canoloth and Dergholoth[/b] And now... the CANOLOTH (late...) dun dun DUN. Okay, enough of the overdramatization... [b]CANOLOTH[/b] [b]Medium Outsider (Evil, Extraplanar)[/b] [b]Hit Dice[/b]: 6d8+24 (51 hp) [b]Initiative[/b]: +5 [b]Speed[/b]: 50 ft. (10 squares) [b]Armor Class[/b]: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19 [b]Base Attack/Grapple[/b]: +6/+11 [b]Attack[/b]: Tongue +12 melee (2d4+5 plus 1d6 acid and paralysis) [b]Full Attack[/b]: Tongue +12 melee (2d4+5 plus 1d6 acid and paralysis) and 2 claws +9 melee (1d6+2) [b]Space/Reach[/b]: 5 ft./5 ft. (20 ft. with tongue) [b]Special Attacks[/b]: Acidic tongue, improved grab, paralysis, spell-like abilities [i]summon yugoloths[/i] [b]Special Qualities[/b]: Blindsight 60 ft., damage reduction 10/good or silver, darkvision 60 ft., immunities, immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, scent 60 ft., spell resistance 17, telepathy 100 ft. [b]Saves[/b]: Fort +9, Ref +6, Will +8 [b]Abilities[/b]: Str 21, Dex 13, Con 19, Int 6, Wis 16, Cha 14 [b]Skills[/b]: Climb +14, Hide +10, Jump +14, Listen +22, Move Silently +10, Survival +12 [b]Feats[/b]: Improved Initiative, Multiattack, Weapon Focus (tongue) [b]Environment[/b]: Bleak Eternity of Gehenna [b]Organization[/b]: Solitary, or pack (2-8) [b]Challenge Rating[/b]: 6 [b]Treasure[/b]: None [b]Alignment[/b]: Always neutral evil [b]Advancement[/b]: 7-12 HD (Medium); 13-18 HD (Large) [I]Resembling an armored bulldog in appearance, this strange creature stands roughly chest high on a human. A long, barbed tongue, dripping with a foul substance, hangs from a mouth composed of both a vertical and horizontal set of jaws. Strangely, the creature possesses no eyes or visual organs that you can see.[/I] The canoloths are the scouts and skirmishers of the yugoloths armies, yet sometimes they are used as guardians or bodyguards for more powerful yugoloths. Canoloths stand around 4 feet tall at their back and weigh around 350 pounds. [b]COMBAT[/b] Canoloths are simple but effective combatants; they locate their opponents with their scent and blindsight and attempt to paralyze it with their tongue. Occasionally, a canoloth will have a brief (read: very brief) moment of tactical intelligence and use its [I]darkness[/I] to blind and hinder its foes. However, it will most of the time stick to its tried and true ‘tongue and chew’ tactic. A canoloth’s natural weapons, as well as any weapons it wields (seriously…), are treated as evil-aligned for the purpose of overcoming damage reduction. [b]Acidic Tongue (Ex)[/b]: A canoloth’s tongue is constantly coated with a dangerous, flesh dissolving acid. Those struck by its tongue attack take 1d6 points of extra acid damage. [b]Blindsight (Ex)[/b]: A canoloth can use hearing to ascertain all foes within 60 feet as a sighted creature normally would. [b]Immunities[/b]: Canoloths are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. [b]Improved Grab (Ex)[/b]: To use this ability, a canoloth must hit with its tongue attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold it can attempt to pull the creature to its mouth in the same round by making a strength check. A creature that gets pulled into its mouth takes 1d8+2 points of damage every round that the canoloth maintains the hold, in addition to normal tongue damage. [b]Paralysis (Ex)[/b]: Those struck by a canoloth’s tongue attack must succeed at a Fortitude save (DC 17) or be paralyzed for 2d4 rounds. The save DC is Constitution based. [b]Spell-like Abilities[/b]: At will – [I]darkness, fear [/I](DC 16). Caster level 6th. The save DC’s are Charisma based. [I]Summon Yugoloths[/I] [b](Sp)[/b]: Once per day, a canoloth can attempt to summon 1d3 skereloths or another canoloth with a 50% chance of success. This is the equivalent of a 3rd level spell. [b]Skills[/b]: A canoloth has a +10 racial bonus on Listen checks. [b]DERGHOLOTH[/b] [b]Large Outsider (Evil, Extraplanar)[/b] [b]Hit Dice[/b]: 8d8+32 (68 hp) [b]Initiative[/b]: +3 [b]Speed[/b]: 30 ft. (6 squares) [b]Armor Class[/b]: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16 [b]Base Attack/Grapple[/b]: +8/+17 [b]Attack[/b]: Claw +13 melee (1d4+5) [b]Full Attack[/b]: 5 claws +13 melee (1d4+5) and mandibles +10 melee (2d6+2 plus poison) [b]Space/Reach[/b]: 10 ft./10 ft. [b]Special Attacks[/b]: Improved grab, spell-like abilities, [I]summon yugoloths[/I], tear [b]Special Qualities[/b]: All-around vision, damage reduction 5/good or silver, darkvision 60 ft., immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, spell resistance 17, stability, telepathy 100 ft. [b]Saves[/b]: Fort +10, Ref +9, Will +7 [b]Abilities[/b]: Str 21, Dex 17, Con 19, Int 4, Wis 12, Cha 14 [b]Skills[/b]: Balance +14, Climb +16, Listen +12, Spot +16, Swim +16 [b]Feats[/b]: Dodge, Multiattack, Weapon Focus (claw) [b]Environment[/b]: Bleak Eternity of Gehenna [b]Organization[/b]: Solitary or team (2-4) [b]Challenge Rating[/b]: 7 [b]Treasure[/b]: Standard coins, plus1d3 gems (100 gp in value) in gizzard [b]Alignment[/b]: Always neutral evil [b]Advancement[/b]: 9-16 HD (Large); 17-24 HD (Huge) [I]This 8-foot tall, insectile creature possesses a round, chitin covered body with five arms protruding from its body along with three stumpy legs. Sticking out from its wedge shaped head are a pair of sharp looking mandibles that drip with a green, viscous substance.[/I] The dergholoths are one of the strongest types of yugoloths, however they are also one of the dumbest, lacking even the incredible intellect of the canoloths. They fill much the same roles as the mezzoloths do, but they perform it in a less orderly and effective manner. Dergholoths spend much of their existence milling about and generally being loathsome. They are usually quite proud of their milling abilities and skill at being loathsome. A dergholoth stands roughly 8 feet tall and weighs around 450 pounds. [b]COMBAT[/b] Dergholoths are straightforward opponents, using mainly their claws and mandibles to tear their opponents apart. If commanded to, they will employ their spell-like abilities, but usually only then. Dergholoths are fanatical combatants and rarely retreat from battle, thus they almost always fight to the death. A dergholoth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. [b]All-Around Vision (Ex)[/b]: A dergholoth’s head can up to 360 degrees giving it a +4 racial bonus on Spot and Search checks and it cannot be flanked. [b]Improved Grab (Ex)[/b]: To use this ability, the dergholoth must hit with at least 2 claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. [b]Poison (Ex)[/b]: A dergholoth delivers its poison with a successful mandible attack. Anyone struck by its mandibles must make a Fort save (DC 18) or take 1d6 points of Dexterity 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 16); 2/day – [I]deep slumber [/I](DC 15), [I]greater teleport [/I]( elf plus 50 pounds of objects only); 1/day – [I]confusion [/I](DC 16). Caster level 8th. The save DC’s are Charisma based. [b]Stability (Ex)[/b]: The dergholoth’s three feet make it extra hard to trip or push, giving it a +4 bonus to avoid being tripped or bull rushed. [b]Tear (Ex)[/b]: Any creature that is pinned by a dergholoth automatically takes damage from all 5 of the dergholoth’s claw attacks every round so long as the pin is maintained. [I]Summon Yugoloths[/I] [b](Sp)[/b]: Once per day, a dergholoth can attempt to summon 1d3 skereloths or another dergholoth with a 40% chance of success. This is the equivalent of a 4th level spell. Does this look like a CR 7? Its damage output looks pretty high, so I'm not too sure... [/QUOTE]
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