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Yagnoloth

Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange creatures handle the writing of contracts for all of their kind. Once a yagnoloth is hired, it communicates its employer's desires to the creatures it commands.   Although they are entrusted with leading lesser yugoloths, yagnoloths ultimately take their orders from arcanaloths and ultroloths. Aside from their superiors, yagnoloths have full authority over and expect obedience from the fiends under their command. A yagnoloth follows the dictates in a contract it negotiated, but it is certain to have included a loophole to escape its obligation if the situation warrants.   A yagnoloth has one arm of human size and one giant-sized arm, and it always covers one or the other with a long cape. During negotiations, the yagnoloth uncovers its human arm and uses it to draft and sign contracts. When a show of force is necessary or when combat is joined, it shifts its cape to reveal its brutally powerful giant appendage.
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Arcanaloth

Medium yugoloth , chaotic neutral
Armor Class 17 (natural armor)
Hit Points 104 16d8+32
Speed 30ft Fly: 30ft

STR
17 +3
DEX
12 +1
CON
14 +2
INT
20 +5
WIS
16 +3
CHA
17 +3

Saving Throws Dex +5, Int +9, Wis +7, Cha +7
Skills Arcana +13, Deception +9, Insight +9, Perception +7
Damage Resistances cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities acid, poison
Condition Immunities Charmed, Poisoned
Senses truesight 120 ft.
Languages all, telepathy 120 ft.
Challenge 12


Innate Spellcasting. The arcanaloth’s innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components:   At will: alter self, darkness, heat metal, invisibility (self only), magic missile   Magic Resistance. The arcanaloth has advantage on saving throws against spells and other magical effects.   Magic Weapons. The arcanaloth’s weapon attacks are magical.   Spellcasting. The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared:   Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation   1st level (4 slots): detect magic, identify, shield, Tenser’s floating disk   2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion   3rd level (3 slots): counterspell, fear, fireball   4th level (3 slots): banishment, dimension door   5th level (2 slots): contact other plane, hold monster   6th level (1 slot): chain lightning   7th level (1 slot): finger of death   8th level (1 slot): mind blank


Actions

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.   Teleport. The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.   Variant: Summon Yugoloth (1/Day). The yugoloth attempts a magical summoning.   An arcanaloth has a 40 percent chance of summoning one arcanaloth.   A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.


 

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