Yugoloths
- 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.
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 Class | 17 (natural armor) | ||
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Hit Points | 16d8+32 | ||
Speed | 30ft. | Fly 30ft. | |
Strength | 17 (+3) | ||
Dexterity | 12 (+1) | ||
Constitution | 14 (+2) | ||
Intelligence | 20 (+5) | ||
Wisdom | 16 (+3) | ||
Charisma | 17 (+3) | ||
Saving Throws | Dexterity d20+5 | Intelligence d20+9 | Wisdom d20+7 |
Charisma d20+7 | |||
Skills | Arcana d20+13 | Deception d20+9 | Insight d20+9 |
Perception d20+7 | |||
Damage Resistances | Cold | Fire | Lightning |
Bludgeoning | Piercing | Slashing from nonmagical weapons | |
Damage Immunities | Acid | Poison | |
Condition Immunities | Charmed | Poisoned | |
Senses | Truesight 120 ft. | Passive Perception 17 | |
Languages | All | Relepathy 120ft. | |
Challenge | 12 (8,400 XP) | ||
Special 1 | 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: | ||
Spells 1 | At will | Alter self | Darkness |
Heat metal | Invisibility (self only) | Magic missile | |
Special 2 | Magic Resistance | The arcanaloth has an advantage on saving throws | against spells and other magical effects |
Special 3 | Magic Weapons | The arcanaloth's weapon attacks are magical | |
Special 4 | Spellcasting | The 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 2 | Cantrips (at will) | Fire bolt | Mage hand |
Minor illusion | Prestidigitation | ||
Spells 3 | 1st level (4 slots) | Detect magic | Identify |
Shield | Tenser's floating disk | ||
Spells 4 | 2nd level (3 slots) | Detect thoughts | Mirror image |
Phantasmal force | Suggestion | ||
Spells 5 | 3rd level (3 slots) | Counterspell | Fear |
Fireball | |||
Spells 6 | 4th level (3 slots) | Banishment | Dimension door |
Spells 7 | 5th level (2 slots) | Contact other realms | Hold monster |
Spells 8 | 6th level (1 slot) | Chain lightning | |
Spells 9 | 7th level (1 slot) | Finger of death | |
Spells 10 | 8th 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 Class | 18 (natural armor) | ||
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Hit Points | 10d8+30 | ||
Speed | 40ft. | ||
Strength | 18 (+4) | ||
Dexterity | 11 (+0) | ||
Constitution | 16 (+3) | ||
Intelligence | 7 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 11 (+0) | ||
Skills | Perception d20+3 | ||
Damage Resistances | Cold | Fire | Lightning |
Bludgeoning | Piercing | Slashing from nonmagical weapons | |
Damage Immunities | Acid | Poison | |
Condition Immunities | Poisoned | ||
Senses | Blindsight 60ft. | Darkvision 60ft. | Passive Perception 13 |
Languages | Abyssal | Infernal | Telepathy 60ft. |
Challenge | 5 (1,800 XP) | ||
Special 1 | Innate Spellcasting | The mezzoloth's innate spellcasting ability is Charisma | (spell save DC 11). |
The mezzoloth can innately cast the following spells, | requiring no material components: | ||
Spells 1 | 2/day each | Darkness | Dispel magic |
Spells 2 | 1/day | Cloudkill | |
Special 2 | Magic Resistance | The mezzoloth has an advantage on saving throws | against spells and other magical effects |
Special 3 | Magic Weapons | The mezzoloth's weapon attacks are magical | |
Action 1 | Multiattack | The mezzoloth makes two attacks: | one with its claws and one with its trident |
Action 2 | Claws | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 2d4+4 slashing damage | ||
Action 3 | Trident | Melee or Ranged Weapon Attack | d20+7 to hit |
Reach 5 ft. or range 20/60 ft., one target | Hit 1d6+4 piercing damage | 1d8+4 piercing damage when | held with two claws and used to make a melee attack |
Action 4 | Teleport | The 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 Class | 18 (natural armor) | ||
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Hit Points | 13d10+52 | ||
Speed | 40 ft. | Fly 60ft. | |
Strength | 20 (+5) | ||
Dexterity | 11 (+0) | ||
Constitution | 19 (+4) | ||
Intelligence | 12 (+1) | ||
Wisdom | 10 (+0) | ||
Charisma | 15 (+2) | ||
Skills | Intimidation d20+6 | Perception d20+4 | Stealth d20+4 |
Damage Resistances | Cold | Fire | Lightning |
Bludgeoning | Piercing | Slashing from nonmagical weapons | |
Damage Immunities | Acid | Poison | |
Condition Immunities | Poisoned | ||
Senses | Blindsight 60ft. | Darkvision 60ft. | Passive Perception 14 |
Languages | Abyssal | Infernal | Telepathy 60ft. |
Challenge | 9 (5,000 XP) | ||
Special 1 | Innate Spellcasting | The nycaloth's innate spellcasting ability is Charisma. | The nycaloth can innately cast the following spells, |
requiring no material components: | |||
Spells 1 | At will | Darkness | Detect magic |
Dispel magic | Invisibility (self only) | Mirror image | |
Special 2 | Magic Resistance | The nycaloth has an advantage on saving throws | against spells and other magical effects |
Special 3 | Magic Weapons | The nycaloth's weapon attacks are magical | |
Action 1 | Multiattack | The nycaloth makes two melee attacks, | or it makes one melee attack and teleports |
before or after the attack | |||
Action 2 | Claw | Melee Weapon Attack | d20+9 to hit |
Reach 5 ft., one target | Hit 2d6+5 slashing damage. | If the target is a creature, it must succeed on | a DC 16 Constitution saving throw |
or take 2d4 slashing damage at the start of each | of 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 with | a successful DC 13 Wisdom (Medicine) check. | The wound also closes if the target receives magical healing | |
Action 3 | Greataxe | Melee Weapon Attack | d20+9 to hit |
Reach 5 ft., one target | Hit 2d12+5 slashing damage | ||
Action 4 | Teleport | The 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 Class | 19 (natural armor) | ||
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Hit Points | 18d8+72 | ||
Speed | 30ft. | Fly 60ft. | |
Strength | 16 (+3) | ||
Dexterity | 16 (+3) | ||
Constitution | 18 (+4) | ||
Intelligence | 18 (+4) | ||
Wisdom | 15 (+2) | ||
Charisma | 19 (+4) | ||
Skills | Intimidation d20+9 | Perception d20+7 | Stealth d20+8 |
Damage Resistances | Cold | Fire | Lightning |
Bludgeoning | Piercing | Slashing from nonmagical weapons | |
Damage Immunities | Acid | Poison | |
Condition Immunities | Charmed | Frightened | Poisoned |
Senses | Truesight 120ft. | Passive Perception 17 | |
Languages | Abyssal | Infernal | Telepathy 120ft. |
Challenge | 13 (10,000 XP) | ||
Special 1 | Innate Spellcasting | The ultroloth's innate spellcasting ability is Charisma | (spell save DC 17). |
The ultroloth can innately cast the following spells, | requiring no material components: | ||
Spells 1 | At will | Alter self | Clairvoyance |
Darkness | Detect magic | Detect thoughts | Dispel magic |
Invisibility (self only) | Suggestion | ||
Spells 2 | 3/day each | Dimension door | Fear |
Wall of fire | |||
Spells 3 | 1/day each | Fire storm | Mass suggestion |
Special 2 | Magic Resistance | The ultroloth has an advantage on saving throws | against spells and other magical effects |
Special 3 | Magic Weapons | The ultroloth's weapon attacks are magical | |
Action 1 | Multiattack | The ultroloth can use its Hypnotic Gaze | and makes three melee attacks |
Action 2 | Longsword | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | Hit 1d8+3 slashing damage 1d10+3 | slashing damage if used with two hands | |
Action 3 | Hypnotic Gaze | The ultroloth's eyes sparkle with opalescent light | as it targets one creature it can see |
within 30 feet of it. If the target can see | the ultroloth, the target must succeed on | a DC 17 Wisdom saving throw against this magic | or 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's | gaze for the next 24 hours |
Action 4 | Teleport | The 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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