Piscoloth Species in D&D world | World Anvil
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Piscoloth

Intelligent yugoloths that often act as sergeants in mercenary companies.

Basic Information

Anatomy

Its body is red and chitinous, like a lobster’s, and a long fish-like tail sprouts from its back. Its two legs end in wickedly sharp bird-like talons and its two arms resemble the claws of a crab. Sickly looking tentacles hang from its face, each one dripping a foul looking fluid.
Average Height
Piscoloths stand hunched over most of the time and as such are only around 6 feet in height. If they were ever to stand to their full height, they would be around 8 feet tall.
Average Weight
Piscoloths weigh around 450 pounds.
Related Ethnicities

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Piscoloth

Medium yugoloth, neutral evil
Armor Class 18 (natural armor)
Hit Points 82 11d8+33
Speed 30ft Swim: 30ft

STR
19 +4
DEX
10 0
CON
16 +3
INT
11 0
WIS
10 0
CHA
12 +1

Skills Perception +3
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages telepathy 60 ft.
Challenge 7


Amphibious: The piscoloth can breathe air and water.   Innate Spellcasting: The piscoloth's innate spellcasting ability is Charisma (spell save DC 12). The piscoloth can innately cast the following spells, requiring no material components:   3/day each: blink, detect magic, meld into stone   1/day: phantasmal killer, stinking cloud   Magic Resistance: The piscoloth has advantage on saving throws against spells and other magical effects.   Magic Weapons: The piscoloth's weapon attacks are magical.   Uncanny Senses. The piscoloth can't be surprised while it isn't incapacitated.


Actions

Multiattack: The piscoloth makes two pincer attacks. If the piscoloth is grappling a creature, the piscoloth can also use its tentacles once.   Pincer: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 15) if it is a Large or smaller creature and the piscoloth doesn't have two other creatures grappled.   Tentacles: One creature grappled by the piscoloth must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Teleport: The piscoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.


 

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