Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
The Seven Deadly Yugoloths
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="demiurge1138" data-source="post: 1378351" data-attributes="member: 7451"><p>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).</p><p></p><p>Here's number 4.</p><p></p><p><strong>Rapaxoloth (Daemon of Greed)</strong></p><p><strong>Medium-sized Outsider (Evil, Extraplanar)</strong></p><p><strong>Hit Dice:</strong> 10d8+30 (75 hp)</p><p><strong>Initiative:</strong> +7</p><p><strong>Speed:</strong> 30ft (6 squares), climb 30ft</p><p><strong>Armor Class:</strong> 27 (+7 Dex, +10 natural), touch 17, flat-footed 20</p><p><strong>Base Attack/Grapple: </strong> +10/+14</p><p><strong>Attack:</strong> <em>+1 sai</em> +18 melee (1d4+5) or bite +17 melee (1d6+4)</p><p><strong>Full Attack: </strong> <em>+1 sai</em> +18/+13 melee (1d4+5) and <em>+1 sai</em> +18 melee (1d4+5) and bite +12 melee (1d6+2)</p><p><strong>Space/Reach:</strong> 5ft/5ft</p><p><strong>Special Attacks: </strong> Breath weapon, sneak attack +5d6, spell-like abilities, <em>summon yugoloths</em>, telelarceny</p><p><strong>Special Qualities:</strong> 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</p><p><strong>Saves:</strong> Fort +10, Ref +14, Will +11</p><p><strong>Abilities: </strong> Str 18, Dex 25, Con 17, Int 22, Wis 19, Cha 18</p><p><strong>Skills:</strong> 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 </p><p><strong>Feats: </strong> Combat Expertise, Improved Disarm, Multiweapon Fighting, Weapon Finesse</p><p><strong>Environment:</strong> Bleak Eternity of Gehenna</p><p><strong>Organization: </strong> Solitary</p><p><strong>Challenge Rating:</strong> 8</p><p><strong>Treasure: </strong> Triple standard, plus 2 +1 sais</p><p><strong>Alignment:</strong> Always neutral evil</p><p><strong>Advancement:</strong> 11-20 HD (Medium-sized), 21-30 HD (Large)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>This red-eyed creature resembles a man-sized humanoid crow, only its wings have been replaced with two pairs of nimble-fingered arms.</em></p><p></p><p>The rapaxoloth is a species of yugoloth renowned for its skills as a thief.</p><p></p><p>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.</p><p></p><p><strong>Combat</strong></p><p>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.</p><p>The natural weapons of a rapaxoloth, as well as any weapon it wields, are treated as evil for the purposes of overcoming damage reduction.</p><p></p><p><strong>Breath Weapon (Su):</strong> 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.</p><p></p><p><strong>Monetary Healing (Su):</strong> 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.</p><p></p><p><strong>Sneak Attack (Ex): </strong> 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.</p><p></p><p><strong>Spell-like Abilities:</strong> At will- <em>darkness, greater teleport </em> (self plus 50lbs of objects only), <em>invisibility</em> (self only), <em>knock</em>, <em>telekinesis</em> (DC 19), <em>unholy blight </em> (DC 18). 1/day- <em>blink, plane shift, unholy aura </em> (DC 22). Caster level 10th. The save DCs are Charisma based.</p><p></p><p><em><strong>Summon Yugoloths (Sp):</strong></em> 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. </p><p></p><p><strong>Telelarceny (Su):</strong> 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.</p><p></p><p><strong>Trapfinding (Ex):</strong> Rapaxoloths can find and disable traps as if they were rogues.</p><p></p><p><strong>Skills and Feats:</strong> 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. </p><p></p><p>Rapaxoloths receive a +8 bonus to all Climb checks and can take 10 on a Climb check even if stressed or threatened.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 1378351, member: 7451"] 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. [B]Rapaxoloth (Daemon of Greed) Medium-sized Outsider (Evil, Extraplanar)[/B] [B]Hit Dice:[/B] 10d8+30 (75 hp) [B]Initiative:[/B] +7 [B]Speed:[/B] 30ft (6 squares), climb 30ft [B]Armor Class:[/B] 27 (+7 Dex, +10 natural), touch 17, flat-footed 20 [B]Base Attack/Grapple: [/B] +10/+14 [B]Attack:[/B] [I]+1 sai[/I] +18 melee (1d4+5) or bite +17 melee (1d6+4) [B]Full Attack: [/B] [I]+1 sai[/I] +18/+13 melee (1d4+5) and [I]+1 sai[/I] +18 melee (1d4+5) and bite +12 melee (1d6+2) [B]Space/Reach:[/B] 5ft/5ft [B]Special Attacks: [/B] Breath weapon, sneak attack +5d6, spell-like abilities, [I]summon yugoloths[/I], telelarceny [B]Special Qualities:[/B] 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 [B]Saves:[/B] Fort +10, Ref +14, Will +11 [B]Abilities: [/B] Str 18, Dex 25, Con 17, Int 22, Wis 19, Cha 18 [B]Skills:[/B] 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 [B]Feats: [/B] Combat Expertise, Improved Disarm, Multiweapon Fighting, Weapon Finesse [B]Environment:[/B] Bleak Eternity of Gehenna [B]Organization: [/B] Solitary [B]Challenge Rating:[/B] 8 [B]Treasure: [/B] Triple standard, plus 2 +1 sais [B]Alignment:[/B] Always neutral evil [B]Advancement:[/B] 11-20 HD (Medium-sized), 21-30 HD (Large) [B]Level Adjustment:[/B] - [I]This red-eyed creature resembles a man-sized humanoid crow, only its wings have been replaced with two pairs of nimble-fingered arms.[/I] 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. [B]Combat[/B] 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. [B]Breath Weapon (Su):[/B] 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. [B]Monetary Healing (Su):[/B] 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. [B]Sneak Attack (Ex): [/B] 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. [B]Spell-like Abilities:[/B] At will- [I]darkness, greater teleport [/I] (self plus 50lbs of objects only), [I]invisibility[/I] (self only), [I]knock[/I], [I]telekinesis[/I] (DC 19), [I]unholy blight [/I] (DC 18). 1/day- [I]blink, plane shift, unholy aura [/I] (DC 22). Caster level 10th. The save DCs are Charisma based. [I][B]Summon Yugoloths (Sp):[/B][/I] 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. [B]Telelarceny (Su):[/B] 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. [B]Trapfinding (Ex):[/B] Rapaxoloths can find and disable traps as if they were rogues. [B]Skills and Feats:[/B] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Seven Deadly Yugoloths
Top