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The Seven Deadly Yugoloths
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<blockquote data-quote="demiurge1138" data-source="post: 1380415" data-attributes="member: 7451"><p>OK, I cleaned up a few of the above. The iraloth's SR was 2 points too high, and I accidently omitted the iraloth and rapaxoloth's telepathy.</p><p></p><p></p><p></p><p>I do not use templates, and pride myself on that fact. Please blame any faults in my formatting on my idiosyncracies. Anyway, #5.</p><p></p><p><strong>Socoloth (Daemon of Sloth)</strong></p><p><strong>Large Outsider (Evil, Extraplanar)</strong></p><p><strong>Hit Dice:</strong> 15d8+150 (217 hp)</p><p><strong>Initiative:</strong> -3</p><p><strong>Speed:</strong> 5ft (1 square), climb 5ft</p><p><strong>Armor Class:</strong> 26 (-1 size, -3 Dex, +20 natural), touch 6, flat-footed 26</p><p><strong>Base Attack/Grapple:</strong> +15/+25</p><p><strong>Attack:</strong> Bite +21 melee (3d6+9 plus stun)</p><p><strong>Full Attack:</strong> Bite +21 melee (3d6+9 plus stun)</p><p><strong>Space/Reach: </strong> 10ft/5ft</p><p><strong>Special Attacks:</strong> Breath weapon, lethargy aura, spell-like abilities, stun, summon yugoloths</p><p><strong>Special Qualities:</strong> Darkvision 60ft, DR 15/good, fast healing 5, immune to acid and poison, resistance to cold 10, electricity 10 and fire 10, SR 28, telepathy 100ft, unmovable</p><p><strong>Saves:</strong> Fort +21, Ref +5, Will +15</p><p><strong>Abilities:</strong> Str 23, Dex 5, Con 30, Int 10, Wis 19, Cha 20</p><p><strong>Skills:</strong> Bluff +23, Climb +32, Diplomacy +27, Knowledge (any two) +18, Listen +22, Sense Motive +22, Spot +22</p><p><strong>Feats:</strong> Ability Focus (lethargy aura), Diehard, Endurance, Great Fortitude, Iron Will, Weapon Focus (bite)</p><p><strong>Environment: </strong> Bleak Eternity of Gehenna</p><p><strong>Organization: </strong> Solitary, pair or blockade (3-6)</p><p><strong>Challenge Rating:</strong> 16</p><p><strong>Treasure: </strong> Double standard</p><p><strong>Alignment:</strong> Always neutral evil</p><p><strong>Advancement: </strong> 16-30 HD (Large), 31-45 HD (Huge)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>This creature is little more than a lump of flesh, with a wide mouth at one end and a long tail at the other.</em></p><p></p><p>A socoloth is a surprisingly dangerous creature given its appearance and utter apathy to all things.</p><p></p><p>Socoloths are the embodiment of sloth, and they fulfill this by rarely doing anything at all. They spend most of their lives asleep, and only react to the world around them when prompted by either force or the whispers of the ultraloths. In the Blood War, socoloths find “employment” as living blockades, their lethargy aura and breath weapon keeping creatures from entering vital areas or from escaping their own fortifications.</p><p></p><p><strong>Combat</strong></p><p>A socoloth will usually prefer to use means with as little movement needed as possible when attacked, such as its breath weapon and spell-like abilities. If attacked in melee, however, they will use their bite attacks. </p><p>The natural weapons of a socoloth, 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 socoloth can breathe a 90ft cone of sleep gas. Any creature caught within must make a Will save (DC 27) or fall asleep, regardless of HD, for 1d6+10 rounds. Such creatures do not wake up unless they take damage; no amount of shaking or loud noise will wake them The save DC is Constitution based. </p><p></p><p><strong>Lethargy Aura (Su):</strong> All creatures within 60ft of a socoloth must make a Will save (DC 24) or be affected as if by the slow spell for as long as it remains within 60ft of the socoloth and for 15 rounds after it leaves the area of effect. If a creature makes its save, it is immune to the lethargy aura of that socoloth for 24 hours. The save DC is Charisma based.</p><p></p><p><strong>Spell-like Abilities:</strong> At will- <em>crushing despair </em> (DC 18), <em>dispel good </em> (DC 20), <em>greater teleport </em> (self plus 50 lbs of items only), <em>nightmare</em> (DC 20); 3/day- <em>blasphemy</em> (DC 22), <em>mage armor</em>; 1/day- <em>destruction</em> (DC 22). Caster level 16th. The save DCs are Charisma-based.</p><p></p><p><strong>Stun (Ex):</strong> Any creature hit by a socoloth’s bite attack must make a Fortitude save (DC 23) or be stunned for one round. The save DC is Strength based.</p><p></p><p><strong>Summon Yugoloths (Sp):</strong> Once per day, a socoloth can summon 1d6 skeroloths or 1 nycaloth with a 60% chance of success. This is the equivalent of a 7th level spell.</p><p></p><p><strong>Unmovable (Ex): </strong> If a socoloth wants to stay where it is, it does. A socoloth gains a +10 racial bonus to all ability checks made to avoid being bull’s rushed or tripped.</p><p></p><p><strong>Skills: </strong> A socoloth gains a +8 bonus to all Climb checks and can take 10 on a Climb check even when rushed or threatened.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 1380415, member: 7451"] OK, I cleaned up a few of the above. The iraloth's SR was 2 points too high, and I accidently omitted the iraloth and rapaxoloth's telepathy. I do not use templates, and pride myself on that fact. Please blame any faults in my formatting on my idiosyncracies. Anyway, #5. [B]Socoloth (Daemon of Sloth) Large Outsider (Evil, Extraplanar)[/B] [B]Hit Dice:[/B] 15d8+150 (217 hp) [B]Initiative:[/B] -3 [B]Speed:[/B] 5ft (1 square), climb 5ft [B]Armor Class:[/B] 26 (-1 size, -3 Dex, +20 natural), touch 6, flat-footed 26 [B]Base Attack/Grapple:[/B] +15/+25 [B]Attack:[/B] Bite +21 melee (3d6+9 plus stun) [B]Full Attack:[/B] Bite +21 melee (3d6+9 plus stun) [B]Space/Reach: [/B] 10ft/5ft [B]Special Attacks:[/B] Breath weapon, lethargy aura, spell-like abilities, stun, summon yugoloths [B]Special Qualities:[/B] Darkvision 60ft, DR 15/good, fast healing 5, immune to acid and poison, resistance to cold 10, electricity 10 and fire 10, SR 28, telepathy 100ft, unmovable [B]Saves:[/B] Fort +21, Ref +5, Will +15 [B]Abilities:[/B] Str 23, Dex 5, Con 30, Int 10, Wis 19, Cha 20 [B]Skills:[/B] Bluff +23, Climb +32, Diplomacy +27, Knowledge (any two) +18, Listen +22, Sense Motive +22, Spot +22 [B]Feats:[/B] Ability Focus (lethargy aura), Diehard, Endurance, Great Fortitude, Iron Will, Weapon Focus (bite) [B]Environment: [/B] Bleak Eternity of Gehenna [B]Organization: [/B] Solitary, pair or blockade (3-6) [B]Challenge Rating:[/B] 16 [B]Treasure: [/B] Double standard [B]Alignment:[/B] Always neutral evil [B]Advancement: [/B] 16-30 HD (Large), 31-45 HD (Huge) [B]Level Adjustment:[/B] - [I]This creature is little more than a lump of flesh, with a wide mouth at one end and a long tail at the other.[/I] A socoloth is a surprisingly dangerous creature given its appearance and utter apathy to all things. Socoloths are the embodiment of sloth, and they fulfill this by rarely doing anything at all. They spend most of their lives asleep, and only react to the world around them when prompted by either force or the whispers of the ultraloths. In the Blood War, socoloths find “employment” as living blockades, their lethargy aura and breath weapon keeping creatures from entering vital areas or from escaping their own fortifications. [B]Combat[/B] A socoloth will usually prefer to use means with as little movement needed as possible when attacked, such as its breath weapon and spell-like abilities. If attacked in melee, however, they will use their bite attacks. The natural weapons of a socoloth, 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 socoloth can breathe a 90ft cone of sleep gas. Any creature caught within must make a Will save (DC 27) or fall asleep, regardless of HD, for 1d6+10 rounds. Such creatures do not wake up unless they take damage; no amount of shaking or loud noise will wake them The save DC is Constitution based. [B]Lethargy Aura (Su):[/B] All creatures within 60ft of a socoloth must make a Will save (DC 24) or be affected as if by the slow spell for as long as it remains within 60ft of the socoloth and for 15 rounds after it leaves the area of effect. If a creature makes its save, it is immune to the lethargy aura of that socoloth for 24 hours. The save DC is Charisma based. [B]Spell-like Abilities:[/B] At will- [I]crushing despair [/I] (DC 18), [I]dispel good [/I] (DC 20), [I]greater teleport [/I] (self plus 50 lbs of items only), [I]nightmare[/I] (DC 20); 3/day- [I]blasphemy[/I] (DC 22), [I]mage armor[/I]; 1/day- [I]destruction[/I] (DC 22). Caster level 16th. The save DCs are Charisma-based. [B]Stun (Ex):[/B] Any creature hit by a socoloth’s bite attack must make a Fortitude save (DC 23) or be stunned for one round. The save DC is Strength based. [B]Summon Yugoloths (Sp):[/B] Once per day, a socoloth can summon 1d6 skeroloths or 1 nycaloth with a 60% chance of success. This is the equivalent of a 7th level spell. [B]Unmovable (Ex): [/B] If a socoloth wants to stay where it is, it does. A socoloth gains a +10 racial bonus to all ability checks made to avoid being bull’s rushed or tripped. [B]Skills: [/B] A socoloth gains a +8 bonus to all Climb checks and can take 10 on a Climb check even when rushed or threatened. Demiurge out. [/QUOTE]
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