Yugoloth for Acolyte of the Skin?

IcyCool

First Post
I'm looking for a Yugoloth appropriate for the Acolyte of the Skin's Summon Fiend ability.

Something in the range of 6-9 HD, and CR 6. I don't have my MM3 with me at the moment, does a Canoloth or Mezzoloth fit the bill?
 

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The Canoloth has 6HD, but is CR 5, on the other hand, the Mezzoloth is CR 6, but it has 10 HD

CANOLOTH
Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 6d8+24 (51 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +6/+11
Attack: Tongue +11 melee (1d4+4 plus paralysis)
Full Attack: Tongue +11 melee (1d4+4 plus paralysis) and 2 claws +8 melee (2d6+2)
Space/Reach: 5 ft./5 ft. (20 ft. with tongue)
Special Attacks: Acidic tongue, improved grab, paralysis, spell-like abilities, summon yugoloths
Special Qualities: Blindsight 40 ft., damage reduction 5/good, immunities, immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, scent 60 ft., spell resistance 18, telepathy 100 ft.
Saves: Fort +9, Ref +5, Will +8
Abilities: Str 19, Dex 10, Con 19, Int 5, Wis 17, Cha 12
Skills: Hide +5, Jump +21, Listen +12, Move Silently +4, Spot +12
Feats: Improved Initiative, Multiattack, Weapon Focus (tongue), Track
Environment: Bleak Eternity of Gehenna
Organization: Solitary, or pack (3-8)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 7-10 HD (Medium); 11-15 HD (Large)

Resembling an armored bulldog in appearance, this strange creature stands roughly chest high on a human. A long, barbed tongue, dripping with a foul substance, hangs from a mouth composed of both a vertical and horizontal set of jaws. Strangely, the creature possesses no eyes or visual organs that you can see.

The canoloths are the scouts and skirmishers of the yugoloths armies, yet sometimes they are used as guardians or bodyguards for more powerful yugoloths.
Canoloths stand around 4 feet tall at their back and weigh around 350 pounds.

COMBAT
Canoloths are simple but effective combatants; they locate their opponents with their scent and blindsight and attempt to paralyze it with their tongue. Occasionally, a canoloth will have a brief (read: very brief) moment of tactical intelligence and use its darkness to blind and hinder its foes. However, it will most of the time stick to its tried and true ‘tongue and chew’ tactic.
A canoloth’s natural weapons, as well as any weapons it wields (seriously…), are treated as evil-aligned for the purpose of overcoming damage reduction.
Acidic Tongue (Ex): A canoloth’s tongue is constantly coated with a dangerous, flesh dissolving acid. Those struck by its tongue attack take 1d6 points of extra acid damage.
Blindsight (Ex): A canoloth can use hearing to ascertain all foes within 40 feet as a sighted creature normally would.
Immunities: Canoloths are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Improved Grab (Ex): To use this ability, a canoloth must hit with its tongue attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold it can attempt to pull the creature to its mouth in the same round by making a strength check. A creature that gets pulled into its mouth takes 1d8+2 points of damage every round that the canoloth maintains the hold, in addition to normal tongue damage.
Paralysis (Ex): Those struck by a canoloth’s tongue attack must succeed at a Fortitude save (DC 17) or be paralyzed for 1+1d6 minutes. The save DC is Constitution based.
Spell-Like Abilities: At will – detect good, detect magic, cause fear (DC 12), desecrate. Caster level 6th. The save DC’s are Charisma based.
Summon Yugoloths (Sp): Once per day, a canoloth can attempt to summon 1d3 canoloths or a mezzoloth with a 40% chance of success.


MEZZOLOTH
Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 21 (+1 Dex, +8 natural, +2 shield), touch 11, flat-footed 20
Base Attack/Grapple: +10/+13
Attack: +1 trident +15 melee (1d8+6)
Full Attack: +1 trident +15/+10 melee (1d8+4, 19-20/x2) or +1 trident +13 ranged (1d8+4, 19-20/x2) or 2 claws +13 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon yugoloths
Special Qualities: Damage reduction 10/good, immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, spell resistance 22, telepathy 100 ft.
Saves: Fort +12, Ref +8, Will +7
Abilities: Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14
Skills: Hide+14, Intimidate +15, Knowledge (The Planes) +11, Listen +13, Move Silently +14, Spot +13
Feats: Power Attack, Weapon Focus (trident), Improved Critical (trident), Improved Initiative
Environment: Bleak Eternity of Gehenna
Organization: Solitary, squad (3-8), or platoon (10-18 plus 1 ultroloth)
Challenge Rating: 6
Treasure: Standard plus +1 trident
Alignment: Always neutral evil
Advancement: 11-18 HD (medium); 19-24 HD (large)

This insect-like creature is roughly the size of a man and is covered in mottled gray chitin plate. Two large, bulbous eyes protrude from its wedge shaped head, both of which burn with intense hatred. In one clawed hand is gripped a long trident and in the other a dull, steel shield.

The mezzoloth is the common foot soldier in the yugoloths armies. However, despite their relatively low intellect, mezzoloths are fearsome foes. Their skill in melee is why they are such valued meat grinders. There are stories that circle throughout the planes of entire fiendish armies fleeing from massed battalions of mezzoloths flying into a battle rage all at the same time. Believe me cutter, seeing a horde of those buggers all foaming at the mandibles and looking for your blood is enough to make you almost call out for the Lady.
Mezzoloths stand about 5 feet tall and weigh around 350 pounds.

COMBAT
A mezzoloth’s battle plan is simple: charge, stab until dead, rinse and repeat as necessary. However, occasionally, mezzoloths will soften up their foes with a cloudkill or two and charge into the center of the cloud, attempting to cause as much damage and chaos as possible. When faced with spellcasters, they usually use a dispel magic or two and even if it doesn’t succeed, they’ll charge in anyways.
A mezzoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will – darkness, desecrate, cause fear(DC 13), produce flame, see invisibility; 2/day – cloudkill (DC 17), dispel magic, Greater Teleport (self and 50 pounds only). Caster level 10th. The save DC’s are Charisma based.
Summon Yugoloths (Sp): Once per day, a mezzoloth can attempt to summon 1d3 skereloths or another mezzoloth with a 40% chance of success. This is the equivalent of a 5th level spell.
 
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