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The Seven Deadly Yugoloths
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<blockquote data-quote="demiurge1138" data-source="post: 1373031" data-attributes="member: 7451"><p>I just realized something. The just-recently-released <u>Book of Fiends </u> 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.</p><p></p><p><strong>Aemuloth (Daemon of Envy)</strong></p><p><strong>Small Outsider (Evil, Extraplanar, Incorporeal)</strong></p><p><strong>Hit Dice:</strong> 8d8+16 (52 hp)</p><p><strong>Initiative:</strong> +6</p><p><strong>Speed:</strong> Fly 50ft (10 squares) (perfect)</p><p><strong>Armor Class:</strong> 24 (+1 size, +6 Dex, +7 deflection), touch 23, flat-footed 17</p><p><strong>Base Attack/Grapple: </strong> +8/-</p><p><strong>Attack: </strong> Incorporeal touch +15 melee touch (1d8+7)</p><p><strong>Full Attack:</strong> Incorporeal touch +15 melee touch (1d8+7)</p><p><strong>Space/Reach:</strong> 5ft/5ft</p><p><strong>Special Attacks:</strong> Ability theft, corrupting touch, possession, spell-like abilities, <em>summon yugoloths</em></p><p><strong>Special Qualities:</strong> 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</p><p><strong>Saves:</strong> Fort +8, Ref +12, Will +11 </p><p><strong>Abilities:</strong> Str -, Dex 23, Con 15, Int 20, Wis 21, Cha 25</p><p><strong>Skills: </strong> 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 </p><p><strong>Feats:</strong> Ability Focus (ability theft), Ability Focus (possession), Combat Expertise</p><p><strong>Environment:</strong> Bleak Eternity of Gehenna</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 10</p><p><strong>Treasure:</strong> Double standard</p><p><strong>Alignment:</strong> Always neutral evil</p><p><strong>Advancement:</strong> 9-18 HD (Small), 19-27 HD (Medium-sized)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>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.</em></p><p></p><p>Aemuloths are a species of yugoloths jealous of all corporeal life.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Combat</strong></p><p>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 <em> song of discord</em>, and if its physical body is badly damaged, tries to escape into another one.</p><p>The natural weapons of an aemuloth, as well as any weapon it wields, are treated as evil for the purposes of overcoming damage reduction.</p><p></p><p><strong>Ability Theft (Su): </strong> 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 <em>dispel evil</em> is cast on the aemuloth or it is slain. The save DC is Charisma-based.</p><p></p><p><strong>Corrupting Touch (Su): </strong> The incorporeal touch of an aemuloth deals damage equal 1d8 plus the aemuloth’s Charisma modifier (+7 for the average aemuloth).</p><p></p><p><strong>Hide Presence (Ex): </strong> 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 <em>magic circle against evil </em> or avoid taking damage from a <em>holy smite</em>. 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.</p><p></p><p><strong>Incorporeal (Ex):</strong> 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. </p><p></p><p><strong>Possession (Su):</strong> 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 <em>protection from evil</em> 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 <em>dismissal</em> or <em>banishment</em> spell is cast on the aemuloth. An aemuloth can remain in a possessed body indefinitely, and can leave it as a move-equivalent action.</p><p></p><p><strong>Spell-like Abilities:</strong> At will- <em>desecrate, greater teleport </em> (self plus 50 lbs of objects only), <em>ray of enfeeblement </em> (DC 18), <em>unholy blight </em> (DC 21) 3/day- <em>enervation</em> (DC 21), <em>song of discord </em> (DC 22). Caster level 12th. The save DCs are Charisma based.</p><p></p><p><em><strong>Summon Yugoloths (Sp): </strong> </em> 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.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 1373031, member: 7451"] I just realized something. The just-recently-released [U]Book of Fiends [/U] 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. [B]Aemuloth (Daemon of Envy) Small Outsider (Evil, Extraplanar, Incorporeal)[/B] [B]Hit Dice:[/B] 8d8+16 (52 hp) [B]Initiative:[/B] +6 [B]Speed:[/B] Fly 50ft (10 squares) (perfect) [B]Armor Class:[/B] 24 (+1 size, +6 Dex, +7 deflection), touch 23, flat-footed 17 [B]Base Attack/Grapple: [/B] +8/- [B]Attack: [/B] Incorporeal touch +15 melee touch (1d8+7) [B]Full Attack:[/B] Incorporeal touch +15 melee touch (1d8+7) [B]Space/Reach:[/B] 5ft/5ft [B]Special Attacks:[/B] Ability theft, corrupting touch, possession, spell-like abilities, [I]summon yugoloths[/I] [B]Special Qualities:[/B] 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 [B]Saves:[/B] Fort +8, Ref +12, Will +11 [B]Abilities:[/B] Str -, Dex 23, Con 15, Int 20, Wis 21, Cha 25 [B]Skills: [/B] 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 [B]Feats:[/B] Ability Focus (ability theft), Ability Focus (possession), Combat Expertise [B]Environment:[/B] Bleak Eternity of Gehenna [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 10 [B]Treasure:[/B] Double standard [B]Alignment:[/B] Always neutral evil [B]Advancement:[/B] 9-18 HD (Small), 19-27 HD (Medium-sized) [B]Level Adjustment:[/B] - [I]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.[/I] 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. [B]Combat[/B] 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 [I] song of discord[/I], 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. [B]Ability Theft (Su): [/B] 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 [I]dispel evil[/I] is cast on the aemuloth or it is slain. The save DC is Charisma-based. [B]Corrupting Touch (Su): [/B] The incorporeal touch of an aemuloth deals damage equal 1d8 plus the aemuloth’s Charisma modifier (+7 for the average aemuloth). [B]Hide Presence (Ex): [/B] 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 [I]magic circle against evil [/I] or avoid taking damage from a [I]holy smite[/I]. 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. [B]Incorporeal (Ex):[/B] 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. [B]Possession (Su):[/B] 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 [I]protection from evil[/I] 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 [I]dismissal[/I] or [I]banishment[/I] spell is cast on the aemuloth. An aemuloth can remain in a possessed body indefinitely, and can leave it as a move-equivalent action. [B]Spell-like Abilities:[/B] At will- [I]desecrate, greater teleport [/I] (self plus 50 lbs of objects only), [I]ray of enfeeblement [/I] (DC 18), [I]unholy blight [/I] (DC 21) 3/day- [I]enervation[/I] (DC 21), [I]song of discord [/I] (DC 22). Caster level 12th. The save DCs are Charisma based. [I][B]Summon Yugoloths (Sp): [/B] [/I] 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. [/QUOTE]
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