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Revising the Yugoloths
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<blockquote data-quote="Pants" data-source="post: 1123619" data-attributes="member: 8849"><p>I'm just going to keep the derghy at CR 7. It will occupy the 'upper tier' of the CR that most of the devils seem to occupy.</p><p></p><p>On a completely different note...</p><p></p><p></p><p><strong>HYDROLOTH</strong></p><p><strong>Large Outsider (Evil, Extraplanar)</strong></p><p><strong>Hit Dice</strong>: 11d8+66 (115 hp)</p><p><strong>Initiative</strong>: +9</p><p><strong>Speed</strong>: 40 ft. (8 squares), swim 60 ft.</p><p><strong>Armor Class</strong>: 24 (-1 size, +5 Dex, +10 natural), touch 14, flat-footed 19</p><p><strong>Base Attack/Grapple</strong>: +11/+16</p><p><strong>Attack</strong>: Claw +15 melee (2d6+5)</p><p><strong>Full Attack</strong>: 2 claws +15 melee (2d6+5) and bite +13 melee (1d10+2 plus energy drain)</p><p><strong>Space/Reach</strong>: 10 ft./10 ft.</p><p><strong>Special Attacks</strong>: Breath weapon, energy drain, improved grab, leap, rake 2d6+5, spell-like abilities, <em>summon elemental, summon yugoloths</em></p><p><strong>Special Qualities</strong>: Amphibious, damage reduction 10/good, darkvision 60 ft., immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, spell resistance 21, styx immunity, telepathy 100 ft.</p><p><strong>Saves</strong>: Fort +13, Ref +12, Will +11</p><p><strong>Abilities</strong>: Str 21, Dex 21, Con 23, Int 8, Wis 18, Cha 16</p><p><strong>Skills</strong>: Bluff +17, Hide +19, Intimidate +19, Listen +18, Move Silently +19, Spot +18, Swim +19</p><p><strong>Feats</strong>: Cleave, Improved Initiative, Multiattack, Power Attack</p><p><strong>Environment</strong>: Bleak Eternity of Gehenna</p><p><strong>Organization</strong>: Solitary, gang (2-8), or mob (4-16)</p><p><strong>Challenge Rating</strong>: 11</p><p><strong>Treasure</strong>: Standard coins</p><p><strong>Alignment</strong>: Always neutral evil</p><p><strong>Advancement</strong>: 11-20 HD (Large); 21-30 HD (Huge)</p><p></p><p><em>This large frog-like creature stands almost 10 feet tall with a pair of powerfully built arms ending in vicious claws. Connecting its arms to its torso is a strange, fleshy membrane that could be used for short bursts of flight.</em></p><p></p><p>The hydroloths live somewhat outside the normal hierarchies of yugoloths armies, in that they live in and patrol the River Styx, exclusively. Hydroloths can be found nearly anywhere in the Lower Planes, from Pandemonium to Acheron, however most of them are found on Gehenna or Hades. There are some rumors that say that the ultroloths use the hydroloths as spies in the Blood War. However, this information is highly dubious, given the general intellect of the average hydroloth.</p><p>Hydroloths are around 10 feet tall and weight 1,800 pounds.</p><p></p><p><strong>COMBAT</strong></p><p></p><p>Hydroloths usually open up combat by summoning an elemental and then using their breath weapon. They are straightforward combatants, however they are very cunning and will often set up ambushes along the Styx. Usually, they will try to surprise their opponents by pushing them in the water. They will then jump in and finish them off while the Styx water’s effects wipe their memories.</p><p>A hydroloth’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>Amphibious (Ex)</strong>: Hydroloths can breathe both air and water and can survive out of water indefinitely.</p><p><strong>Breath Weapon (Su)</strong>: As a standard action, once every 2d4 rounds, a hydroloth can expel a 30-foot line of boiling water from its mouth, dealing 4d6 points of damage with a Reflex save (DC 21) for half. Half of this damage is fire damage and the other half comes from the fiendish powers of the hydroloth. The save DC is Constitution based. </p><p><strong>Energy Drain (Su)</strong>: Living creatures hit by a hydroloth’s bite attack gain one negative level. The DC is 21 to remove the negative level. For each such negative level bestowed, the hydroloth gains 5 temporary hit points. The save DC is Constitution based.</p><p><strong>Improved Grab (Ex)</strong>: To use this ability, the hydroloth 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. If it wins the grapple check, it establishes a hold and can rake.</p><p><strong>Leap (Ex)</strong>: If a hydroloth charges a foe, it can make a full attack, including two rake attacks. A hydroloth also gains two rake attacks while swimming.</p><p><strong>Rake (Ex)</strong>: Attack bonus +15, damage 2d6+5</p><p><strong>Spell-like Abilities</strong>: At will – <em>create water, darkness, greater teleport </em>(self plus 50 pounds of objects only); 2/day – <em>dimension door</em>. Caster level 11th. The save DC’s are Charisma based.</p><p><strong>Styx Immunity</strong>: Hydroloths are totally immune to the memory loss effects of the River Styx. They are, however, susceptible to other memory altering spells or effects.</p><p><em>Summon Elemental</em> <strong>(Sp)</strong>: Once per day, a hydroloth can automatically summon one large water elemental. This is the equivalent of a 5th level spell.</p><p><em>Summon Yugoloths</em> <strong>(Sp)</strong>: Once per day, a hydroloth can attempt to summon another hydroloth with a 30% chance of success. This is the equivalent of a 5th level spell.</p><p><strong>Skills</strong>: A hydroloth has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the use the run action while swimming, provided it swims in a straight line.</p></blockquote><p></p>
[QUOTE="Pants, post: 1123619, member: 8849"] I'm just going to keep the derghy at CR 7. It will occupy the 'upper tier' of the CR that most of the devils seem to occupy. On a completely different note... [b]HYDROLOTH[/b] [b]Large Outsider (Evil, Extraplanar)[/b] [b]Hit Dice[/b]: 11d8+66 (115 hp) [b]Initiative[/b]: +9 [b]Speed[/b]: 40 ft. (8 squares), swim 60 ft. [b]Armor Class[/b]: 24 (-1 size, +5 Dex, +10 natural), touch 14, flat-footed 19 [b]Base Attack/Grapple[/b]: +11/+16 [b]Attack[/b]: Claw +15 melee (2d6+5) [b]Full Attack[/b]: 2 claws +15 melee (2d6+5) and bite +13 melee (1d10+2 plus energy drain) [b]Space/Reach[/b]: 10 ft./10 ft. [b]Special Attacks[/b]: Breath weapon, energy drain, improved grab, leap, rake 2d6+5, spell-like abilities, [I]summon elemental, summon yugoloths[/I] [b]Special Qualities[/b]: Amphibious, damage reduction 10/good, darkvision 60 ft., immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, spell resistance 21, styx immunity, telepathy 100 ft. [b]Saves[/b]: Fort +13, Ref +12, Will +11 [b]Abilities[/b]: Str 21, Dex 21, Con 23, Int 8, Wis 18, Cha 16 [b]Skills[/b]: Bluff +17, Hide +19, Intimidate +19, Listen +18, Move Silently +19, Spot +18, Swim +19 [b]Feats[/b]: Cleave, Improved Initiative, Multiattack, Power Attack [b]Environment[/b]: Bleak Eternity of Gehenna [b]Organization[/b]: Solitary, gang (2-8), or mob (4-16) [b]Challenge Rating[/b]: 11 [b]Treasure[/b]: Standard coins [b]Alignment[/b]: Always neutral evil [b]Advancement[/b]: 11-20 HD (Large); 21-30 HD (Huge) [I]This large frog-like creature stands almost 10 feet tall with a pair of powerfully built arms ending in vicious claws. Connecting its arms to its torso is a strange, fleshy membrane that could be used for short bursts of flight.[/I] The hydroloths live somewhat outside the normal hierarchies of yugoloths armies, in that they live in and patrol the River Styx, exclusively. Hydroloths can be found nearly anywhere in the Lower Planes, from Pandemonium to Acheron, however most of them are found on Gehenna or Hades. There are some rumors that say that the ultroloths use the hydroloths as spies in the Blood War. However, this information is highly dubious, given the general intellect of the average hydroloth. Hydroloths are around 10 feet tall and weight 1,800 pounds. [b]COMBAT[/b] Hydroloths usually open up combat by summoning an elemental and then using their breath weapon. They are straightforward combatants, however they are very cunning and will often set up ambushes along the Styx. Usually, they will try to surprise their opponents by pushing them in the water. They will then jump in and finish them off while the Styx water’s effects wipe their memories. A hydroloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. [b]Amphibious (Ex)[/b]: Hydroloths can breathe both air and water and can survive out of water indefinitely. [b]Breath Weapon (Su)[/b]: As a standard action, once every 2d4 rounds, a hydroloth can expel a 30-foot line of boiling water from its mouth, dealing 4d6 points of damage with a Reflex save (DC 21) for half. Half of this damage is fire damage and the other half comes from the fiendish powers of the hydroloth. The save DC is Constitution based. [b]Energy Drain (Su)[/b]: Living creatures hit by a hydroloth’s bite attack gain one negative level. The DC is 21 to remove the negative level. For each such negative level bestowed, the hydroloth gains 5 temporary hit points. The save DC is Constitution based. [b]Improved Grab (Ex)[/b]: To use this ability, the hydroloth 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. If it wins the grapple check, it establishes a hold and can rake. [b]Leap (Ex)[/b]: If a hydroloth charges a foe, it can make a full attack, including two rake attacks. A hydroloth also gains two rake attacks while swimming. [b]Rake (Ex)[/b]: Attack bonus +15, damage 2d6+5 [b]Spell-like Abilities[/b]: At will – [I]create water, darkness, greater teleport [/I](self plus 50 pounds of objects only); 2/day – [I]dimension door[/I]. Caster level 11th. The save DC’s are Charisma based. [b]Styx Immunity[/b]: Hydroloths are totally immune to the memory loss effects of the River Styx. They are, however, susceptible to other memory altering spells or effects. [I]Summon Elemental[/I] [b](Sp)[/b]: Once per day, a hydroloth can automatically summon one large water elemental. This is the equivalent of a 5th level spell. [I]Summon Yugoloths[/I] [b](Sp)[/b]: Once per day, a hydroloth can attempt to summon another hydroloth with a 30% chance of success. This is the equivalent of a 5th level spell. [b]Skills[/b]: A hydroloth has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the use the run action while swimming, provided it swims in a straight line. [/QUOTE]
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