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The Seven Deadly Yugoloths
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<blockquote data-quote="demiurge1138" data-source="post: 1375561" data-attributes="member: 7451"><p>I have Piratecat's approval. Wow.</p><p></p><p>Anyways, three down, four to go.</p><p></p><p><strong>Iraloth (Daemon of Wrath)</strong></p><p><strong>Large Outsider (Evil, Extraplanar)</strong></p><p><strong>Hit Dice: </strong> 16d8+144 (216 hp)</p><p><strong>Initiative:</strong> +5</p><p><strong>Speed:</strong> 40ft (8 squares)</p><p><strong>Armor Class:</strong> 30 (-1 size, +1 Dex, +20 natural), touch 9, flat-footed 29</p><p><strong>Base Attack/Grapple: </strong> +16/+33</p><p><strong>Attack:</strong> Slam +29 melee (2d8+13 plus frenzy)</p><p><strong>Full Attack:</strong> 2 slams +29 melee (2d8+13 plus frenzy)</p><p><strong>Space/Reach:</strong> 10ft/10ft</p><p><strong>Special Attacks: </strong> Inspire frenzy, poison, reactive attack, spell-like abilities</p><p><strong>Special Qualities:</strong> 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</p><p><strong>Saves:</strong> Fort +19, Ref +11, Will +8</p><p><strong>Abilities:</strong> Str 36, Dex 13, Con 28, Int 5, Wis 7, Cha 14</p><p><strong>Skills: </strong> Climb +32, Intimidate +21, Jump +32, Listen +17, Spot +17 </p><p><strong>Feats: </strong> Awesome Blow, Cleave, Improved Bull’s Rush, Improved Initiative, Power Attack, Weapon Focus (slam)</p><p><strong>Environment:</strong> Bleak Eternity of Gehenna</p><p><strong>Organization: </strong> Solitary, pair or terror (3-6)</p><p><strong>Challenge Rating: </strong> 16</p><p><strong>Treasure: </strong> None</p><p><strong>Alignment:</strong> Always neutral evil</p><p><strong>Advancement:</strong> 17-32 HD (Large), 33-48 HD (Huge)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>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.</em></p><p></p><p>Yugoloths are usually creatures of great subtlety, but when force is necessary, they turn to the iraloths.</p><p></p><p>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.</p><p></p><p><strong>Combat</strong></p><p>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.</p><p>The natural weapons of an iraloth, as well as any weapon it wields, are treated as evil for the purposes of overcoming damage reduction.</p><p></p><p><strong>Frenzy (Ex):</strong> 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.</p><p></p><p><strong>Inertia (Ex): </strong> 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.</p><p></p><p><strong>Inspire Frenzy (Su):</strong> 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.</p><p></p><p><strong>Poison (Ex):</strong> 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.</p><p></p><p><strong>Reactive Attack (Ex):</strong> 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.</p><p></p><p><strong>Spell-like Abilities:</strong> 3/day- <em>confusion</em> (DC 16), <em>crushing despair </em> (DC 16), <em>darkness</em>. 1/day- <em>greater teleport </em> (self plus 50 lbs of objects only). Caster level 8th. The save DCs are Charisma based. </p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 1375561, member: 7451"] I have Piratecat's approval. Wow. Anyways, three down, four to go. [B]Iraloth (Daemon of Wrath) Large Outsider (Evil, Extraplanar)[/B] [B]Hit Dice: [/B] 16d8+144 (216 hp) [B]Initiative:[/B] +5 [B]Speed:[/B] 40ft (8 squares) [B]Armor Class:[/B] 30 (-1 size, +1 Dex, +20 natural), touch 9, flat-footed 29 [B]Base Attack/Grapple: [/B] +16/+33 [B]Attack:[/B] Slam +29 melee (2d8+13 plus frenzy) [B]Full Attack:[/B] 2 slams +29 melee (2d8+13 plus frenzy) [B]Space/Reach:[/B] 10ft/10ft [B]Special Attacks: [/B] Inspire frenzy, poison, reactive attack, spell-like abilities [B]Special Qualities:[/B] 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 [B]Saves:[/B] Fort +19, Ref +11, Will +8 [B]Abilities:[/B] Str 36, Dex 13, Con 28, Int 5, Wis 7, Cha 14 [B]Skills: [/B] Climb +32, Intimidate +21, Jump +32, Listen +17, Spot +17 [B]Feats: [/B] Awesome Blow, Cleave, Improved Bull’s Rush, Improved Initiative, Power Attack, Weapon Focus (slam) [B]Environment:[/B] Bleak Eternity of Gehenna [B]Organization: [/B] Solitary, pair or terror (3-6) [B]Challenge Rating: [/B] 16 [B]Treasure: [/B] None [B]Alignment:[/B] Always neutral evil [B]Advancement:[/B] 17-32 HD (Large), 33-48 HD (Huge) [B]Level Adjustment:[/B] - [I]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.[/I] 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. [B]Combat[/B] 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. [B]Frenzy (Ex):[/B] 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. [B]Inertia (Ex): [/B] 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. [B]Inspire Frenzy (Su):[/B] 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. [B]Poison (Ex):[/B] 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. [B]Reactive Attack (Ex):[/B] 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. [B]Spell-like Abilities:[/B] 3/day- [I]confusion[/I] (DC 16), [I]crushing despair [/I] (DC 16), [I]darkness[/I]. 1/day- [I]greater teleport [/I] (self plus 50 lbs of objects only). Caster level 8th. The save DCs are Charisma based. Demiurge out. [/QUOTE]
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