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*Dungeons & Dragons
The Seven Deadly Yugoloths
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<blockquote data-quote="demiurge1138" data-source="post: 1386887" data-attributes="member: 7451"><p>I'm ba-ack...</p><p></p><p>Two things. First, I have edited all of the 'loths to have the customary disclaimer about natural attacks and DR. Second, I'm almost done!</p><p></p><p><strong>Kataloth (Daemon of Pride)</strong></p><p><strong>Medium-sized Outsider (Evil, Extraplanar)</strong></p><p><strong>Hit Dice:</strong> 14d8+56 (119 hp)</p><p><strong>Initiative:</strong> +9</p><p><strong>Speed:</strong> 30ft (6 squares)</p><p><strong>Armor Class:</strong> 27 (+5 Dex, +12 natural), touch 15, flat-footed 22</p><p><strong>Base Attack/Grapple:</strong> +14/+16</p><p><strong>Attack: </strong> Bite +17 melee (1d6+3 plus poison)</p><p><strong>Full Attack: </strong> Bite +17 melee (1d6+3 plus poison) and 2 claws +12 melee (1d4+2)</p><p><strong>Space/Reach:</strong> 5ft/5ft</p><p><strong>Special Attacks: </strong> Corrupt, gaze, poison, spell-like abilities, <em>summon yugoloths</em></p><p><strong>Special Qualities:</strong> Aura of confidence, change shape, darkvision 60ft, DR 15/good, immune to acid and poison, resistance to cold 10, electricity 10 and fire 10, SR 28, telepathy 100ft, true seeing</p><p><strong>Saves:</strong> Fort +14, Ref +15, Will +15</p><p><strong>Abilities:</strong> Str 15, Dex 20, Con 18, Int 26, Wis 20, Cha 26</p><p><strong>Skills:</strong> Balance +8, Bluff +32, Climb +20, Concentration +22 (+26 when casting defensively), Diplomacy +36, Disguise +30 (+32 acting), Gather Information +26, Intimidate +34, Jump +22, Knowledge (nobility and royalty) +26, Knowledge (the planes) +26, Listen +23, Search +26, Sense Motive +30, Spot +23, Tumble +23, Use Magic Device +26</p><p><strong>Feats:</strong> Ability Focus (corrupt), Combat Casting, Improved Initiative, Persuasive, Quicken Spell-like Ability (suggestion)</p><p><strong>Environment: </strong> Bleak Eternity of Gehenna</p><p><strong>Organization:</strong> Solitary or retinue (1 plus 1-4 mezzoloths and 1 nycaloth)</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> 15-42 HD (Medium-sized)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>This creature, although dressed in court finery, is no nobleman. Its body is covered in tiny reflective scales and the eyes in its snake-like head burn with an evil intensity.</em></p><p></p><p>If arcanaloths are the greatest planners and manipulators in the Lower Planes, the kataloths are the greatest planners and manipulators in the Prime worlds. Although they are yugoloths, kataloths spend little time in their home plane, preferring to be active in the courts and kingdoms of mortals.</p><p></p><p>The kataloths are a relatively young caste of yugoloths, created by the General of Gehenna in order to bring more larva to Hades. Their high status in the yugoloth hierarchy has earned them the enmity of the arcanaloths, who (rightly) feel as if their status is threatened by these newcomers. The role of kataloths is primarily to infiltrate mortal lands, disguised as a mortal, and lure rulers and entire kingdoms into evil. They do this primarily by integrating themselves into the nobility (sometimes through assassinating an existing noble and replacing him) and then lying and manipulating their agenda into the fold. They prefer to do so with words alone, and only use their corruption ability if they fail by force of will.</p><p></p><p><strong>Combat</strong></p><p>Kataloths despise combat, and only fight if directly attacked. If possible, they will use words (and spell-like abilities) to dissuade opponents, and then use their gaze to immobilize any who remain unconvinced. If badly injured, they flee, often summoning other yugoloths to distract any pursuers.</p><p>The natural weapons of a kataloth, as well as any weapon it wields, are treated as evil for the purposes of overcoming damage reduction.</p><p></p><p><strong>Aura of Confidence (Su):</strong> A kataloth is supernaturally confident in its abilities, and this confidence imposes upon reality. Kataloths gain a +1 morale bonus to all attack rolls, damage rolls, skill checks and saving throws (reflected above). In addition, all creatures within 40ft of a kataloth must make a Will save (DC 25) or take a -1 morale penalty to all attack rolls, damage rolls, skill checks and saving throws. If a creature saves successfully, it is immune to that kataloth’s aura for the next 24 hours. The save DC is Charisma based.</p><p></p><p><strong>Change Shape (Su): </strong> As a standard action, a kataloth can assume the form of any humanoid of Small, Medium or Large size. It cannot use its natural attacks in an alternate form, but it does have access to its spell-like and supernatural abilities. </p><p></p><p><strong>Corrupt (Su):</strong> Perhaps the most insidious ability of the kataloth is its ability to turn good people to evil. A kataloth can use this ability three times per day. It must spend three rounds talking to its victim, and the ability fails if this process is interrupted. After the three rounds have passed, the victim sees in the kataloth’s reflective scales a vision of himself doing great things, if only he would listen to the kataloth’s advice. The target must then make a Will save (DC 27) or have its alignment shifted one step towards neutral evil. This shift happens first on the good-evil axis, and then on the law-chaos axis. The kataloth can use this ability multiple times on the same target, but needs another three uninterrupted rounds each time it uses the ability. This is a mind-influencing effect, and the save DC is Charisma based.</p><p></p><p><strong>Gaze (Su):</strong> 60ft, hypnotism. This is as the spell, but there is no HD limit, and only creatures with more than 14 HD get a saving throw (Will DC 25 negates). The save DC is Charisma based.</p><p></p><p><strong>Poison (Ex):</strong> The bite of a kataloth is deadly poisonous, causing its victims to swell grotesquely as their muscles liquefy. Fortitude DC 21 negates, 1d6 Str/2d6 Str.</p><p></p><p><strong>Spell-like Abilities:</strong> At will- <em>charm person </em> (DC 19), <em>crushing despair </em> (DC 22), <em>greater teleport </em> (self plus 50 lbs of objects only), <em>hold monster </em> (DC 23), <em>suggestion</em> (DC 21), <em>telekinesis</em> (DC 23), <em>unholy blight </em> (DC 22); 3/day- <em>blasphemy</em> (DC 25), <em>mass suggestion </em> (DC 24), <em>unholy aura </em> (DC 26) Caster level 14th. The save DCs are Charisma based.</p><p></p><p><em><strong>Summon Yugoloths (Sp):</strong></em> Once per day, a kataloth can summon 1d4 mezzoloths or 1 nycaloth with a 70% chance of success. This is the equivalent of a 7th level spell.</p><p></p><p><strong>True Seeing (Su):</strong> Kataloths have a continuous true seeing ability, as per the spell (caster level 14th). </p><p></p><p><strong>Skills:</strong> Kataloths receive a +4 racial bonus to all Bluff, Diplomacy, Disguise, Intimidate and Sense Motive checks.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 1386887, member: 7451"] I'm ba-ack... Two things. First, I have edited all of the 'loths to have the customary disclaimer about natural attacks and DR. Second, I'm almost done! [B]Kataloth (Daemon of Pride) Medium-sized Outsider (Evil, Extraplanar)[/B] [B]Hit Dice:[/B] 14d8+56 (119 hp) [B]Initiative:[/B] +9 [B]Speed:[/B] 30ft (6 squares) [B]Armor Class:[/B] 27 (+5 Dex, +12 natural), touch 15, flat-footed 22 [B]Base Attack/Grapple:[/B] +14/+16 [B]Attack: [/B] Bite +17 melee (1d6+3 plus poison) [B]Full Attack: [/B] Bite +17 melee (1d6+3 plus poison) and 2 claws +12 melee (1d4+2) [B]Space/Reach:[/B] 5ft/5ft [B]Special Attacks: [/B] Corrupt, gaze, poison, spell-like abilities, [I]summon yugoloths[/I] [B]Special Qualities:[/B] Aura of confidence, change shape, darkvision 60ft, DR 15/good, immune to acid and poison, resistance to cold 10, electricity 10 and fire 10, SR 28, telepathy 100ft, true seeing [B]Saves:[/B] Fort +14, Ref +15, Will +15 [B]Abilities:[/B] Str 15, Dex 20, Con 18, Int 26, Wis 20, Cha 26 [B]Skills:[/B] Balance +8, Bluff +32, Climb +20, Concentration +22 (+26 when casting defensively), Diplomacy +36, Disguise +30 (+32 acting), Gather Information +26, Intimidate +34, Jump +22, Knowledge (nobility and royalty) +26, Knowledge (the planes) +26, Listen +23, Search +26, Sense Motive +30, Spot +23, Tumble +23, Use Magic Device +26 [B]Feats:[/B] Ability Focus (corrupt), Combat Casting, Improved Initiative, Persuasive, Quicken Spell-like Ability (suggestion) [B]Environment: [/B] Bleak Eternity of Gehenna [B]Organization:[/B] Solitary or retinue (1 plus 1-4 mezzoloths and 1 nycaloth) [B]Challenge Rating:[/B] 16 [B]Treasure: [/B] Double standard [B]Alignment:[/B] Always neutral evil [B]Advancement: [/B] 15-42 HD (Medium-sized) [B]Level Adjustment:[/B] - [I]This creature, although dressed in court finery, is no nobleman. Its body is covered in tiny reflective scales and the eyes in its snake-like head burn with an evil intensity.[/I] If arcanaloths are the greatest planners and manipulators in the Lower Planes, the kataloths are the greatest planners and manipulators in the Prime worlds. Although they are yugoloths, kataloths spend little time in their home plane, preferring to be active in the courts and kingdoms of mortals. The kataloths are a relatively young caste of yugoloths, created by the General of Gehenna in order to bring more larva to Hades. Their high status in the yugoloth hierarchy has earned them the enmity of the arcanaloths, who (rightly) feel as if their status is threatened by these newcomers. The role of kataloths is primarily to infiltrate mortal lands, disguised as a mortal, and lure rulers and entire kingdoms into evil. They do this primarily by integrating themselves into the nobility (sometimes through assassinating an existing noble and replacing him) and then lying and manipulating their agenda into the fold. They prefer to do so with words alone, and only use their corruption ability if they fail by force of will. [B]Combat[/B] Kataloths despise combat, and only fight if directly attacked. If possible, they will use words (and spell-like abilities) to dissuade opponents, and then use their gaze to immobilize any who remain unconvinced. If badly injured, they flee, often summoning other yugoloths to distract any pursuers. The natural weapons of a kataloth, as well as any weapon it wields, are treated as evil for the purposes of overcoming damage reduction. [B]Aura of Confidence (Su):[/B] A kataloth is supernaturally confident in its abilities, and this confidence imposes upon reality. Kataloths gain a +1 morale bonus to all attack rolls, damage rolls, skill checks and saving throws (reflected above). In addition, all creatures within 40ft of a kataloth must make a Will save (DC 25) or take a -1 morale penalty to all attack rolls, damage rolls, skill checks and saving throws. If a creature saves successfully, it is immune to that kataloth’s aura for the next 24 hours. The save DC is Charisma based. [B]Change Shape (Su): [/B] As a standard action, a kataloth can assume the form of any humanoid of Small, Medium or Large size. It cannot use its natural attacks in an alternate form, but it does have access to its spell-like and supernatural abilities. [B]Corrupt (Su):[/B] Perhaps the most insidious ability of the kataloth is its ability to turn good people to evil. A kataloth can use this ability three times per day. It must spend three rounds talking to its victim, and the ability fails if this process is interrupted. After the three rounds have passed, the victim sees in the kataloth’s reflective scales a vision of himself doing great things, if only he would listen to the kataloth’s advice. The target must then make a Will save (DC 27) or have its alignment shifted one step towards neutral evil. This shift happens first on the good-evil axis, and then on the law-chaos axis. The kataloth can use this ability multiple times on the same target, but needs another three uninterrupted rounds each time it uses the ability. This is a mind-influencing effect, and the save DC is Charisma based. [B]Gaze (Su):[/B] 60ft, hypnotism. This is as the spell, but there is no HD limit, and only creatures with more than 14 HD get a saving throw (Will DC 25 negates). The save DC is Charisma based. [B]Poison (Ex):[/B] The bite of a kataloth is deadly poisonous, causing its victims to swell grotesquely as their muscles liquefy. Fortitude DC 21 negates, 1d6 Str/2d6 Str. [B]Spell-like Abilities:[/B] At will- [I]charm person [/I] (DC 19), [I]crushing despair [/I] (DC 22), [I]greater teleport [/I] (self plus 50 lbs of objects only), [I]hold monster [/I] (DC 23), [I]suggestion[/I] (DC 21), [I]telekinesis[/I] (DC 23), [I]unholy blight [/I] (DC 22); 3/day- [I]blasphemy[/I] (DC 25), [I]mass suggestion [/I] (DC 24), [I]unholy aura [/I] (DC 26) Caster level 14th. The save DCs are Charisma based. [I][B]Summon Yugoloths (Sp):[/B][/I] Once per day, a kataloth can summon 1d4 mezzoloths or 1 nycaloth with a 70% chance of success. This is the equivalent of a 7th level spell. [B]True Seeing (Su):[/B] Kataloths have a continuous true seeing ability, as per the spell (caster level 14th). [B]Skills:[/B] Kataloths receive a +4 racial bonus to all Bluff, Diplomacy, Disguise, Intimidate and Sense Motive checks. Demiurge out. [/QUOTE]
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