Yugoloths Species in Other Realms | World Anvil

Yugoloths

Yugoloths are fickle fiends that inhabit the realms of Acheron, Gehenna, Hades, and Carceri. They act as mercenaries and are notorious for their shifting loyalties. They are the embodiments of avarice. Before serving under anyone's banner, a yugoloth asks the only question on its mind: What's in it for me?   Spawn of Gehenna The first yugoloths were created by a sisterhood of night hags on Gehenna. It is widely believed that Asmodeus, Lord of the Nine Hells, commissioned the work, in the hope of creating an army of fiends that were not bound to the Nine Hells. In the course of making this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since knowing a fiend's true name grants power over it, the hags used the books to ensure the yugoloths' loyalty. They also used the books to capture the true names of other fiends that crossed them. It is rumored that the Books of Keeping contain the true names of a few demon lords and arch devils as well. Petty jealousies and endless bickering caused the sisterhood to dissolve, and in the ensuing power grab, the Books of Keeping were lost or stolen. No longer indentured to anyone, the yugoloths gained independence, and they now offer their services to the highest bidder.   Fiendish Mercenaries Summoned yugoloths demand much for their time and loyalty. Whatever promise; a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but unlike devils, they are rarely true to their word. Yugoloths can be found anywhere, but the high cost of maintaining a yugoloth army's loyalty typically exceeds what any warlord on the Material Realm can pay. Being self-serving creatures, yugoloths quarrel among themselves constantly. A yugoloth army is more organized than a ravening horde of demons, but far less orderly and regimented than a legion of devils. Without a powerful leader to keep them in line, yugoloths fight simply to indulge their violent predilections, and only as long as it benefits them to do so.   The Books of Keeping When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from realm to realm, where the brave and the foolish occasionally stumble The Books of Keeping. When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to realm, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn't shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them.   The General of Gehenna Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities. Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity.   Variant: Yugoloth Summoning Some yugoloths have an action option that allows them to summon other yugoloths.   Summon Yugoloth (1/Day)- The yugoloth chooses what to summon and attempts a magical summoning.  
  • An arcanaloth has a 40 percent chance of summoning one arcanaloth.
  • A mezzoloth has a 30 percent chance of summoning one mezzoloth.
  • A nycaloth has a 50 percent chance of summoning 1d4 mezzoloths or one nycaloth .
  • An ultroloth has a 50 percent chance of summoning 1d6 mezzoloths, 1d4 nycaloths, or one ultroloth.
A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases (unless its summoner is an ultroloth, in which case it acts as an ally of its summoner), 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.  

Arcanaloth

Arcanaloths are sly, jackal-headed beings with humanoid bodies, but they can employ magic to take any humanoid form. They do so to gain the trust of creatures with whom they negotiate, replacing jackal snarls with winsome smiles. Regardless of its chosen form, an arcanaloth appears well groomed, clothing itself in fine robes. Highly intelligent spellcasters who hunger for knowledge and power, arcanaloths command units of lesser yugoloths and maintain the contracts, records, and accounts of their kind. Arcanaloths speak and write all languages, making them cunning diplomats and negotiators. An arcanaloth properly paid can broker treaties or alliances with subtlety and finesse, just as an arcana loth who changes sides can easily turn the best-laid peace talks into all-out war. What the fiend demands in exchange for its time and talent is information, as well as powerful magic items that it can trade for even more information.


Armor Class17 (natural armor)
Hit Points 16d8+32
Speed30ft.Fly 30ft.
Strength17 (+3)
Dexterity12 (+1)
Constitution14 (+2)
Intelligence20 (+5)
Wisdom16 (+3)
Charisma17 (+3)
Saving ThrowsDexterity d20+5 Intelligence d20+9 Wisdom d20+7
Charisma d20+7
SkillsArcana d20+13 Deception d20+9 Insight d20+9
Perception d20+7
Damage ResistancesColdFireLightning
BludgeoningPiercingSlashing from nonmagical weapons
Damage ImmunitiesAcidPoison
Condition ImmunitiesCharmedPoisoned
SensesTruesight 120 ft.Passive Perception 17
LanguagesAllRelepathy 120ft.
Challenge12 (8,400 XP)
Special 1Innate SpellcastingThe arcanaloth's innate spellcasting ability is Charisma(spell save DC 15).
The arcanaloth can innately cast the following spells,requiring no material components:
Spells 1At willAlter selfDarkness
Heat metalInvisibility (self only)Magic missile
Special 2Magic ResistanceThe arcanaloth has an advantage on saving throwsagainst spells and other magical effects
Special 3Magic WeaponsThe arcanaloth's weapon attacks are magical
Special 4SpellcastingThe arcanaloth is a 16th-level spellcaster.Its spellcasting ability is Intelligence
(spell save DC 17, d20+9 to hit with spell attacks).The arcanaloth has the following wizard spells prepared:
Spells 2Cantrips (at will)Fire boltMage hand
Minor illusionPrestidigitation
Spells 31st level (4 slots)Detect magicIdentify
ShieldTenser's floating disk
Spells 42nd level (3 slots)Detect thoughtsMirror image
Phantasmal forceSuggestion
Spells 53rd level (3 slots)CounterspellFear
Fireball
Spells 64th level (3 slots)BanishmentDimension door
Spells 75th level (2 slots)Contact other realmsHold monster
Spells 86th level (1 slot)Chain lightning
Spells 97th level (1 slot)Finger of death
Spells 108th level (1 slot)Mind blank

Mezzoloth

The bulk of the yugoloth population is made up of mezzoloths, which are human-sized insect creatures covered in dense chitinous plates. Mezzoloths serve as foot soldiers in yugoloth armies, their wide-set eyes glowing red as the mezzoloths bear down on their foes. Violence and reward are the fundamental drives of a mezzoloth, and powerful beings that promise one or the other can easily attract them into service. Although it has lethal claws on its four arms, a mezzoloth typically wields a trident in two of them. If surrounded by enemies, a mezzoloth exhales toxic fumes that can choke and kill whole groups of creatures.


Armor Class18 (natural armor)
Hit Points 10d8+30
Speed40ft.
Strength18 (+4)
Dexterity11 (+0)
Constitution16 (+3)
Intelligence7 (-2)
Wisdom10 (+0)
Charisma11 (+0)
SkillsPerception d20+3
Damage ResistancesColdFireLightning
BludgeoningPiercingSlashing from nonmagical weapons
Damage ImmunitiesAcidPoison
Condition ImmunitiesPoisoned
SensesBlindsight 60ft.Darkvision 60ft.Passive Perception 13
LanguagesAbyssalInfernalTelepathy 60ft.
Challenge5 (1,800 XP)
Special 1Innate SpellcastingThe mezzoloth's innate spellcasting ability is Charisma(spell save DC 11).
The mezzoloth can innately cast the following spells,requiring no material components:
Spells 12/day eachDarknessDispel magic
Spells 21/dayCloudkill
Special 2Magic ResistanceThe mezzoloth has an advantage on saving throwsagainst spells and other magical effects
Special 3Magic WeaponsThe mezzoloth's weapon attacks are magical
Action 1MultiattackThe mezzoloth makes two attacks:one with its claws and one with its trident
Action 2ClawsMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 2d4+4 slashing damage
Action 3TridentMelee or Ranged Weapon Attack d20+7 to hit
Reach 5 ft. or range 20/60 ft., one targetHit 1d6+4 piercing damage 1d8+4 piercing damage whenheld with two claws and used to make a melee attack
Action 4TeleportThe mezzo loth magically teleports,along with any equipment it is wearing or carrying,
up to 60 feet to an unoccupied space it can see

Nycaloth

The elite airborne shock troops of the yugoloths, nycaloths look like muscular gargoyles. Powerful bat wings bear them swiftly aloft in battle, and the razorsharp claws of their hands and feet cut through flesh and bone with ease. A nightmarish foe, a nycaloth strikes hard and fast without warning, then teleports away. It uses its innate magic to turn invisible or create illusory doubles of itself, further confounding its enemies. Nycaloths are the most loyal of the yugoloths. When they find an evil master that treats them well, they are unlikely to break their agreement unless the reward for doing so is extreme.


Armor Class18 (natural armor)
Hit Points 13d10+52
Speed40 ft.Fly 60ft.
Strength20 (+5)
Dexterity11 (+0)
Constitution19 (+4)
Intelligence12 (+1)
Wisdom10 (+0)
Charisma15 (+2)
SkillsIntimidation d20+6 Perception d20+4 Stealth d20+4
Damage ResistancesColdFireLightning
BludgeoningPiercingSlashing from nonmagical weapons
Damage ImmunitiesAcidPoison
Condition ImmunitiesPoisoned
SensesBlindsight 60ft.Darkvision 60ft.Passive Perception 14
LanguagesAbyssalInfernalTelepathy 60ft.
Challenge9 (5,000 XP)
Special 1Innate SpellcastingThe nycaloth's innate spellcasting ability is Charisma.The nycaloth can innately cast the following spells,
requiring no material components:
Spells 1At willDarknessDetect magic
Dispel magicInvisibility (self only)Mirror image
Special 2Magic ResistanceThe nycaloth has an advantage on saving throwsagainst spells and other magical effects
Special 3Magic WeaponsThe nycaloth's weapon attacks are magical
Action 1MultiattackThe nycaloth makes two melee attacks,or it makes one melee attack and teleports
before or after the attack
Action 2ClawMelee Weapon Attack d20+9 to hit
Reach 5 ft., one targetHit 2d6+5 slashing damage.If the target is a creature, it must succeed ona DC 16 Constitution saving throw
or take 2d4 slashing damage at the start of eachof its turns due to a fiendish wound.Each time the nycaloth hits the wounded target with this attack,the damage dealt by the wound increases by 2d4 .
Any creature can take an action to stanch the wound witha successful DC 13 Wisdom (Medicine) check.The wound also closes if the target receives magical healing
Action 3GreataxeMelee Weapon Attack d20+9 to hit
Reach 5 ft., one targetHit 2d12+5 slashing damage
Action 4TeleportThe nycaloth magically teleports,along with any equipment it is wearing or carrying,
up to 60 feet to an unoccupied space it can see

Ultroloth

Ultroloths command the yugoloth armies of the Blood War. An ultroloth looks like a slender gray-skinned humanoid with an elongated head. Its face bears no features except for two ovoid eyes. These eyes can become sparkling pools of light that can transfix other creatures and leave them reeling and helpless. Frequently at one another's throats, ultroloths continually scheme to enhance their own power. When not employed to fight in the Blood War, ultroloths lead yugoloth forces throughout the realms, acting as crime bosses or commanders of evil mercenary companies. With a reputation for cruelty, ultroloths command their minions to fight while the ultroloths stay removed from combat themselves. Lesser yugoloths know their place when facing an ultroloth and respond to its summons without demand for payment.


Armor Class19 (natural armor)
Hit Points 18d8+72
Speed30ft.Fly 60ft.
Strength16 (+3)
Dexterity16 (+3)
Constitution18 (+4)
Intelligence18 (+4)
Wisdom15 (+2)
Charisma19 (+4)
SkillsIntimidation d20+9 Perception d20+7 Stealth d20+8
Damage ResistancesColdFireLightning
BludgeoningPiercingSlashing from nonmagical weapons
Damage ImmunitiesAcidPoison
Condition ImmunitiesCharmedFrightenedPoisoned
SensesTruesight 120ft.Passive Perception 17
LanguagesAbyssalInfernalTelepathy 120ft.
Challenge13 (10,000 XP)
Special 1Innate SpellcastingThe ultroloth's innate spellcasting ability is Charisma(spell save DC 17).
The ultroloth can innately cast the following spells,requiring no material components:
Spells 1At willAlter selfClairvoyance
DarknessDetect magicDetect thoughtsDispel magic
Invisibility (self only)Suggestion
Spells 23/day eachDimension doorFear
Wall of fire
Spells 31/day eachFire stormMass suggestion
Special 2Magic ResistanceThe ultroloth has an advantage on saving throwsagainst spells and other magical effects
Special 3Magic WeaponsThe ultroloth's weapon attacks are magical
Action 1MultiattackThe ultroloth can use its Hypnotic Gazeand makes three melee attacks
Action 2LongswordMelee Weapon Attack d20+8 to hit
Reach 5 ft., one targetHit 1d8+3 slashing damage 1d10+3 slashing damage if used with two hands
Action 3Hypnotic GazeThe ultroloth's eyes sparkle with opalescent lightas it targets one creature it can see
within 30 feet of it. If the target can seethe ultroloth, the target must succeed ona DC 17 Wisdom saving throw against this magicor be charmed until the end of the ultroloth's next turn.
The charmed target is stunned.If the target's saving throw is successful,the target is immune to the ultroloth'sgaze for the next 24 hours
Action 4TeleportThe ultroloth 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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