The Seven Deadly Yugoloths

demiurge1138

Inventor of Super-Toast
Due to a request from zeo_evil, here will be (eventually) seven yugoloths, one based on each of the Seven Deadly Sins. For now, though, there's only one (more will be forthcoming).

Baroloth (Daemon of Gluttony)
Huge Outsider (Evil, Extraplanar)

Hit Dice: 12d8+96 (150 hp)
Initiative: -1
Speed: 15ft (3 squares), fly 30ft (clumsy)
Armor Class: 23 (-2 size, -1 Dex, +16 natural), touch 8, flat-footed 24
Base Attack/Grapple: +12/+32
Attack: Bite +19 melee (3d6+12 plus wasting hunger)
Full Attack: Bite +19 melee (3d6+12/ 19-20x2 plus wasting hunger)
Space/Reach: 15ft/15ft
Special Attacks: Change shape, feed, improved grab, spell-like abilities, summon barghests, swallow whole, wasting hunger
Special Qualities: Create food, darkvision 60ft, DR 10/good, immunity to acid and poison, resistance to cold 10, electricity 10 and fire 10, SR 24, telepathy 100ft, withstand blows
Saves: Fort +16, Ref +7, Will +12
Abilities: Str 27, Dex 9, Con 27, Int 15, Wis 18, Cha 16
Skills: Bluff +18, Climb +23, Disguise +18 (+20 acting), Diplomacy +22, Intimidate +20, Listen +19, Move Silently +14, Search +17, Sense Motive +19, Spot +17
Feats: Cleave, Improved Critical (bite), Improved Grapple, Power Attack, Weapon Focus (bite)
Environment: Bleak Eternity of Gehenna
Organization: Solitary or feast (1 plus 2-5 barghests)
Challenge Rating: 13
Treasure: Double standard
Alignment: Always neutral evil
Advancement: Special (see below)
Level Adjustment: -

This massive shape vaguely resembles a grotesquely corpulent humanoid the size of a giant, its arms, legs and membranous wings dwarfed by its girth. Although it is headless, two beady eyes gaze out from its torso, overlooking a toothy maw that nearly bisects the creature.

Baroloths (called daemons of gluttony by some) are grotesque creatures that seek only to feed and to cause others to feed as they do.

A baroloth stands over 16 feet tall and supports its nearly 8-ton bulk on ridiculously spindly legs. Despite their small size, the wings of a baroloth are fully functional, albeit rather clumsy. Baroloths avoid the company of other yugoloths, who find them disgusting. They prefer to associate with the eternally hungry barghests that share the plane of Gehenna.

Baroloths may seem foul, but they are surprisingly charming creatures. This combined with their ability to assume the form of a humanoid, allow them to sometimes come to the Prime Material Plane to throw “banquets”, spreading their supernatural hunger and causing gluttony and misery in their wakes.

Combat
Although they prefer a humanoid guise when off Gehenna, a baroloth immediately assumes its natural form in combat, grabbing and ingesting its foes. Any foes that manage to shrug off the baroloth’s grasping jaws may find themselves consumed with the same hunger that fuels a baroloth.
The natural weapons of a baroloth, as well as any weapon it wields, are treated as evil for the purposes of overcoming damage reduction.

Change Shape (Su): As a standard action, a baroloth can assume the form of any Small to Large humanoid or giant. No matter the form it assumes, it appears as a portly specimen of the species. A baroloth cannot use any of its natural attacks in humanoid form, but it can use its supernatural abilities.

Create Food (Su): Three times per day, as a full-round action, a baroloth can create enough food to nourish 50 humanoids. This food, unlike that created with the create food and water spell, is decadent and delicious. If the baroloth chooses, it can make it so that any creature eating the food contracts the baroloth’s wasting hunger.

Feed (Su): When a baroloth slays a sentient opponent with a soul (in a standard D&D game, this applies to most aberrations, giants, humanoids, magical beasts and monstrous humanoids), it can feed on the corpse, devouring both flesh and life force, as a full round action (this only requires a standard action if the baroloth uses this ability on an already swallowed opponent). Feeding destroys the victim’s body and prevents any form of raising or resurrecting that requires part of the corpse. There is a 50% chance that powerful spells such as miracle and true resurrection will restore a devoured creature to life. Check once for each creature. If the check fails, the creature cannot be restored to life by mortal magic.

A baroloth advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses consumed, the baroloth gains 1 HD and its Strength, Constitution and natural armor increase by +1.

Improved Grab (Ex): In order to use this ability, a baroloth must hit an opponent of Large or smaller size with its bite attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it succeeds, it may swallow its opponent whole.

Spell-like Abilities: At will- darkness, greater teleport (self plus 50 lbs of objects only), stinking cloud (DC 16). 3/day- enervation (DC 17), poison (DC 17). Caster level 12th. The save DCs are Charisma based.

Summon Barghests (Sp): Once per day, a baroloth can attempt to summon 1d4 barghests with a 50% chance of success. This is the equivalent of a 5th level spell.

Swallow Whole (Ex): By making a successful grapple check, a baroloth may swallow a held foe at least one size smaller than itself whole. Once swallowed, a victim takes 2d8+8 points of bludgeoning damage plus 8 acid damage every round until it escapes or dies. A successful grapple check allows the creature to climb out of the stomach and into the baroloth’s mouth, where another grapple check is required to get free. Alternatively, the swallowed creature can escape by cutting its way out with either claws or a light slashing or piecing weapon. Dealing at least 30 points of damage (AC 13) in this fashion allows the creature to escape. Once a single swallowed creature exits, muscular action closes the whole; another swallowed creature must cut its way out as well. A baroloth’s stomach can hold 2 Large, 4 Medium-sized, 8 Small, 32 Tiny or 128 Diminutive or smaller creatures.

Wasting Hunger (Su): Any creature bitten by a baroloth or that eats food created by a baroloth must make a Fortitude save (DC 24) or come down with wasting hunger. This curse causes the creature to be eternally hungry, taking damage from starvation every 3 hours without food instead of every day. In addition, a creature that fails its Fortitude save against taking non-lethal starvation damage takes 1 point of Constitution damage. Wasting hunger can only be removed upon the creature’s death, or by a dispel evil or remove curse spell. The save DC is Constitution based.

Withstand Blows (Ex): A baroloth’s corpulence helps protect it from bludgeoning damage. All bludgeoning damage a baroloth takes is treated as non-lethal damage.

Demiurge out.
 
Last edited:

log in or register to remove this ad

zeo_evil

First Post
Wow.

Exactly. Somebody should hire you. Then you can hire me and we can make great flipping huge piles cash making monsters! Hah! Seriously, thank you. I didn't think it would be so fast, but I should have known better. Envy! Please!
 

demiurge1138

Inventor of Super-Toast
I just realized something. The just-recently-released Book of Fiends proclaims its information on the seven lords of Gehenna. Seven lords = seven sins? Very possibly. That means that this whole project could very well be rather futile. Oh well. I keep going.

Aemuloth (Daemon of Envy)
Small Outsider (Evil, Extraplanar, Incorporeal)

Hit Dice: 8d8+16 (52 hp)
Initiative: +6
Speed: Fly 50ft (10 squares) (perfect)
Armor Class: 24 (+1 size, +6 Dex, +7 deflection), touch 23, flat-footed 17
Base Attack/Grapple: +8/-
Attack: Incorporeal touch +15 melee touch (1d8+7)
Full Attack: Incorporeal touch +15 melee touch (1d8+7)
Space/Reach: 5ft/5ft
Special Attacks: Ability theft, corrupting touch, possession, spell-like abilities, summon yugoloths
Special Qualities: Darkvision 60ft, DR 10/good, hide presence, immune to acid and poison, incorporeal, resistance to cold 10, electricity 10 and fire 10, SR 22, telepathy 100ft
Saves: Fort +8, Ref +12, Will +11
Abilities: Str -, Dex 23, Con 15, Int 20, Wis 21, Cha 25
Skills: Bluff +18, Concentration +13, Diplomacy +22, Disguise +18 (+20 acting), Hide +21 (+16 to hide presence), Intimidate +20, Knowledge (any three) +16, Listen +16, Sense Motive +16, Spellcraft +16, Spot +16
Feats: Ability Focus (ability theft), Ability Focus (possession), Combat Expertise
Environment: Bleak Eternity of Gehenna
Organization: Solitary
Challenge Rating: 10
Treasure: Double standard
Alignment: Always neutral evil
Advancement: 9-18 HD (Small), 19-27 HD (Medium-sized)
Level Adjustment: -

You see before you a pathetic, withered humanoid figure the size of a halfling, but much skinnier. Its hands bear long claws and its low-slung jaw feature short tusks, but these attacks seem useless- the thing is transparent, and clearly without a body.

Aemuloths are a species of yugoloths jealous of all corporeal life.

The aemuloths were once proud sergeants of Gehenna’s armies, but some long forgotten mistake caused the entire race to be stripped of their bodies and exiled to Mungoth, the coldest and most desolate layer of Gehenna. There they still simmer in their utter loathing, hated by all and pitied only by the yagnoloths, who are familiar with the disdain of other yugoloths. However, the aemuloth’s lack of a body has become their greatest strength, as they use this to steal the bodies of others, wreaking havoc and destroying lives.

Despite their being loathed, the aemuloths are also feared- even the greatest ultraloth fears losing its identity and power to an aemuloth. As such, they are ruthlessly hunted (usually by mercenaries who know not the aemuloth’s true powers). Some fleeing aemuloths have managed to escape to the Prime, where they try to take over the bodies of kings and other rulers, as to gain back the power and control they once had.

Combat
Aemuloths rarely engage in combat unless they are in another’s body, and if they are confronted when incorporeal, they seek to rectify that situation. An aemuloth makes frequent use of its ability theft attack and spell-like abilities, especially song of discord, and if its physical body is badly damaged, tries to escape into another one.
The natural weapons of an aemuloth, as well as any weapon it wields, are treated as evil for the purposes of overcoming damage reduction.

Ability Theft (Su): Three times per day, whether in incorporeal form or when possessing a body, an aemuloth can make a touch attack that drains its victim of its unique skills. If the target fails a Will save (DC 23), it loses one feat, supernatural ability or arcane spell that the aemuloth has seen it use, and the aemuloth gains that ability, which it can use at will. Aemuloths cannot steal any divine spells, or any abilities depending on an alignment the aemuloth is not (a paladin’s smite evil, for example). An aemuloth can retain up to 3+ its ability modifier in stolen abilities (10 abilities for the average aemuloth), and retains the ability until a dispel evil is cast on the aemuloth or it is slain. The save DC is Charisma-based.

Corrupting Touch (Su): The incorporeal touch of an aemuloth deals damage equal 1d8 plus the aemuloth’s Charisma modifier (+7 for the average aemuloth).

Hide Presence (Ex): An aemuloth that is possessing a creature can attempt to hide its presence by making a special Hide check. This Hide check uses the aemuloth’s Intelligence modifier instead of Dexterity, and is not influenced by size. A successful check allows the aemuloth to avoid any alignment-based effect. For example, a hidden aemuloth could not detect as evil, could pass through a magic circle against evil or avoid taking damage from a holy smite. The DC of this Hide check is equal to the DC of the spell in question. In the case of abilities that have no save (a paladin’s holy smite, for example), the DC is 10+ ½ the Hit Dice or level of the creature creating the effect + the creature’s Charisma modifier.

Incorporeal (Ex): An aemuloth can only be harmed by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities and supernatural abilities. The creature has a 50% chance to avoid any damage from a corporeal source, except for force effects or spells and ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor and shields, but force effects and deflection bonuses work normally against them. An aemuloth always moves silently and cannot be heard with Listen checks unless it wishes to be.

Possession (Su): The most feared ability of an aemuloth is its ability to take over the bodies of corporeal creatures. Three times per day, an incorporeal aemuloth can make a touch attack in order to try to possess a creature (Will DC 23 negates). A protection from evil or similar effect prevents an aemuloth from possessing a target. If the spell fails, the aemuloth is fully in control of the creature’s body, able to use its feats, skills, spells and special abilities. The aemuloth uses its host’s Strength, Dexterity and Constitution scores, but retains its Intelligence, Wisdom and Charisma scores, and can use its spell-like abilities and ability theft. If attacked, the body takes damage normally, and no damage is dealt to the aemuloth. The aemuloth remains in possession of the body until the body is slain (which deals no damage to the aemuloth), or a dismissal or banishment spell is cast on the aemuloth. An aemuloth can remain in a possessed body indefinitely, and can leave it as a move-equivalent action.

Spell-like Abilities: At will- desecrate, greater teleport (self plus 50 lbs of objects only), ray of enfeeblement (DC 18), unholy blight (DC 21) 3/day- enervation (DC 21), song of discord (DC 22). Caster level 12th. The save DCs are Charisma based.

Summon Yugoloths (Sp): Once per day, an aemuloth can attempt to summon one yagnoloth with a 25% chance of success. This is the equivalent of a 4th level spell.

Demiurge out.
 
Last edited:

demiurge1138 said:
I just realized something. The just-recently-released Book of Fiends proclaims its information on the seven lords of Gehenna. Seven lords = seven sins? Very possibly. That means that this whole project could very well be rather futile. Oh well. I keep going. ...

I think the plans for this were revealed months ago in GR's Unholy Warriors book - but, by all means, keep going!

Exarchs, Lords of the Seven Circles of Sin:

Tyrexxus - Wrath
Ulasta - Envy
In'nassi - Lust
Viasta - Sloth
Yungo -Gluttony
Mytaxx - Greed
Gravicarius - Pride
 
Last edited:

demiurge1138

Inventor of Super-Toast
OK, didn't read the Unholy Warrior's Book. But now I know. And I'm OK with that. These yugoloths can be considered servitors. Or something. I just hope that the sin-based daemons in the book aren't too close to mine.

Demiurge out.
 


demiurge1138

Inventor of Super-Toast
I have Piratecat's approval. Wow.

Anyways, three down, four to go.

Iraloth (Daemon of Wrath)
Large Outsider (Evil, Extraplanar)

Hit Dice: 16d8+144 (216 hp)
Initiative: +5
Speed: 40ft (8 squares)
Armor Class: 30 (-1 size, +1 Dex, +20 natural), touch 9, flat-footed 29
Base Attack/Grapple: +16/+33
Attack: Slam +29 melee (2d8+13 plus frenzy)
Full Attack: 2 slams +29 melee (2d8+13 plus frenzy)
Space/Reach: 10ft/10ft
Special Attacks: Inspire frenzy, poison, reactive attack, spell-like abilities
Special Qualities: Darkvision 60ft, DR 15/good, frenzy, immune to acid and poison, inertia, resistance to cold 10, electricity 10 and fire 10, SR 28, telepathy 100ft
Saves: Fort +19, Ref +11, Will +8
Abilities: Str 36, Dex 13, Con 28, Int 5, Wis 7, Cha 14
Skills: Climb +32, Intimidate +21, Jump +32, Listen +17, Spot +17
Feats: Awesome Blow, Cleave, Improved Bull’s Rush, Improved Initiative, Power Attack, Weapon Focus (slam)
Environment: Bleak Eternity of Gehenna
Organization: Solitary, pair or terror (3-6)
Challenge Rating: 16
Treasure: None
Alignment: Always neutral evil
Advancement: 17-32 HD (Large), 33-48 HD (Huge)
Level Adjustment: -

This elephantine humanoid stands on stocky legs and has two abnormally muscular arms. Its back is covered in a mane of long thin tentacles that wave as if in a non-existent breeze. The creature’s head is disproportionably tiny, and sits almost unseen in muscular shoulders.

Yugoloths are usually creatures of great subtlety, but when force is necessary, they turn to the iraloths.

An iraloth stands almost 10 feet tall and is incredibly dense, weighing almost two tons. They are exceptionally stupid creatures, perhaps the dumbest of all yugoloths, but they excel on the battlefield, which is where they are usually found. Fueled by sheer malice and hatred, they are nearly unstoppable.

Combat
An iraloth pounds opponents into a paste with its mighty fists, and usually launches into a frenzy at the first opportunity. They leave a trail of frenzied victims behind them, which often causes as much havoc for the enemy as it does for them. If led by a charismatic general, or at least one who can get itself heard, iraloths can use their spell-like abilities in order to confuse and disorient their opponents, but this rarely happens. Iraloths are incapable of summoning more of their own kind.
The natural weapons of an iraloth, as well as any weapon it wields, are treated as evil for the purposes of overcoming damage reduction.

Frenzy (Ex): Three times per day, an iraloth can launch itself into a berserk frenzy, killing everything in its path. When frenzied, an iraloth gains a +8 bonus to Strength and can make an extra attack at its highest attack bonus when making a full attack, as if under the effects of a haste spell. When frenzied, however, an iraloth is incapable of telling friend from foe, attacking anything in its path. This frenzy lasts for a number of rounds equal to 3+its Constitution modifier (12 rounds for an average iraloth). At the end of its frenzy, an iraloth is exhausted for 1d4+1 minutes, and fatigued until it rests, although this penalty is ignored if the creature frenzies again.

Inertia (Ex): Once an iraloth starts moving, it is difficult to get it to stop. An iraloth gains a +8 bonus on all Strength checks made in a bull’s rush or overrun attempt, and it gains a +4 bonus to an attack made in a charge, instead of the normal +2.

Inspire Frenzy (Su): Any creature hit by the slam attack of an iraloth must make a Will save (DC 20) or go into a frenzy (as above). The save DC is Charisma-based.

Poison (Ex): The poison of an iraloth is injected into its foes via its reactive attack, and causes disorientation and confusion. Fortitude DC 25 negates, initial damage 1d6 Wisdom, secondary damage 1d8 Wisdom. The save DC is Constitution based.

Reactive Attack (Ex): Whenever an iraloth is hit by an opponent it is aware of (it is not flat-footed) and that opponent is within 15 feet of the iraloth, it can make an immediate melee attack using one of the tentacles in its mane. Attack bonus +24 melee, damage 1d10+6 plus poison. It can make this attack as many times per round as it is attacked, and is even capable of making multiple attacks against an opponent that uses a full-attack action on them.

Spell-like Abilities: 3/day- confusion (DC 16), crushing despair (DC 16), darkness. 1/day- greater teleport (self plus 50 lbs of objects only). Caster level 8th. The save DCs are Charisma based.

Demiurge out.
 
Last edited:


demiurge1138

Inventor of Super-Toast
Well, I'm over the halfway point. This has been going pretty fast, and should keep at this clip (I'll probably be done by the end of the week).

Here's number 4.

Rapaxoloth (Daemon of Greed)
Medium-sized Outsider (Evil, Extraplanar)

Hit Dice: 10d8+30 (75 hp)
Initiative: +7
Speed: 30ft (6 squares), climb 30ft
Armor Class: 27 (+7 Dex, +10 natural), touch 17, flat-footed 20
Base Attack/Grapple: +10/+14
Attack: +1 sai +18 melee (1d4+5) or bite +17 melee (1d6+4)
Full Attack: +1 sai +18/+13 melee (1d4+5) and +1 sai +18 melee (1d4+5) and bite +12 melee (1d6+2)
Space/Reach: 5ft/5ft
Special Attacks: Breath weapon, sneak attack +5d6, spell-like abilities, summon yugoloths, telelarceny
Special Qualities: Darkvision 60ft, DR 10/good, immune to acid and poison, monetary healing, resistance to cold 10, electricity 10 and fire 10, SR 20, telepathy 100ft, trapfinding
Saves: Fort +10, Ref +14, Will +11
Abilities: Str 18, Dex 25, Con 17, Int 22, Wis 19, Cha 18
Skills: Bluff +17, Climb +25, Diplomacy +22, Disable Device +19, Escape Artist +20, Hide +20, Listen +17, Move Silently +20, Open Lock +20, Search +19, Sense Motive +19, Sleight of Hand +22, Spot +19, Tumble +20
Feats: Combat Expertise, Improved Disarm, Multiweapon Fighting, Weapon Finesse
Environment: Bleak Eternity of Gehenna
Organization: Solitary
Challenge Rating: 8
Treasure: Triple standard, plus 2 +1 sais
Alignment: Always neutral evil
Advancement: 11-20 HD (Medium-sized), 21-30 HD (Large)
Level Adjustment: -

This red-eyed creature resembles a man-sized humanoid crow, only its wings have been replaced with two pairs of nimble-fingered arms.

The rapaxoloth is a species of yugoloth renowned for its skills as a thief.

If an ultraloth wants something, it can usually get it through negotiation or manipulation. If these means fail, they call on the skills of the rapaxoloths. These master burglars can, and do, sneak into as dangerous locations as baatezu libraries and the palace of Bahamut in order to steal anything from secrets to money. When “off-duty”, rapaxoloths wander the planes looking to increase their own hordes.

Combat
If a rapaxoloth enters combat, it’s clear that its plans have somehow gone wrong. Nevertheless, rapaxoloths are skilled fighters, using their sais to separate foes from their weapons (which the rapaxoloth will use and keep if it can) and using their spell-like abilities to maximum effect. If badly injured or outmatched, they use their summoning abilities or their breath weapon to create a diversion before fleeing.
The natural weapons of a rapaxoloth, as well as any weapon it wields, are treated as evil for the purposes of overcoming damage reduction.

Breath Weapon (Su): Three times per day, a rapaxoloth can breathe a 60ft cone of gemstones and gold coins. Creatures caught in the area of effect must make a Reflex save (DC 18 half) or take 10d6 points of bludgeoning and slashing damage. Also, any creature that is damaged by the breath weapon must make a Will save (DC 19) or covet the coins (this is a mind-influencing effect). Any creature affected by this does its best to collect all of the coins and gems left behind, and attack any creature attempting to do likewise. The effect ends in 10 rounds, when the coins and gems disintegrate into ash. The save DC for the breath weapon is Constitution based and the save DC for the coveting is Charisma based.

Monetary Healing (Su): Rapaxoloths heal damage by consuming valuables, such as coins, gems or art objects. Consuming one item, three gems or ten coins is a full round action that provokes attacks of oppurtunity, and the rapaxoloth heals 1d8 points of damage for every 5gp the consumed items are worth.

Sneak Attack (Ex): Whenever a rapaxoloth’s opponent is denied a Dexterity bonus or is flanked by the rapaxoloth, the rapaxoloth deals an extra 5d6 points of damage with a successful attack. This is as the ability of a 9th level rogue.

Spell-like Abilities: At will- darkness, greater teleport (self plus 50lbs of objects only), invisibility (self only), knock, telekinesis (DC 19), unholy blight (DC 18). 1/day- blink, plane shift, unholy aura (DC 22). Caster level 10th. The save DCs are Charisma based.

Summon Yugoloths (Sp): Once per day, a rapaxoloth can summon 1d4 skeroloths or 1 marrenoloth with a 60% chance of success. This is the equivalent of a 5th level spell.

Telelarceny (Su): A rapaxoloth can use its Disable Device, Open Lock and Sleight of Hand skills with its telekinesis spell-like ability, as long as the item being manipulated is within 60ft.

Trapfinding (Ex): Rapaxoloths can find and disable traps as if they were rogues.

Skills and Feats: Due to their natural abilities in conjunction with the Multiweapon Fighting feat, rapaxoloths suffer no penalties for using multiple weapons. Rapaxoloths are proficient in all simple and martial weapons, in addition to sais.

Rapaxoloths receive a +8 bonus to all Climb checks and can take 10 on a Climb check even if stressed or threatened.

Demiurge out.
 
Last edited:

zeo_evil

First Post
Great!

Telelarceny! That is just great! Keep it up. When I suggested the idea, I had no idea you would put them out so fast! Thank you. I will be using them soon!

One small thing, however. You keep writing "60ft" instead of "60 ft." and that is messed up. It must be your template. And in the MM v.3.5 it goes "At will-italics (DC X); 1/day-italics (DC X)." not "At will- italics (DC X). 1/day- italics (DC X)." Not that it really matters, I suppose. I am just like that. My problem. I just tighten it up before I save it.

Thanks again.
 

Remove ads

Top