DERGHOLOTH

Large Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 8d8+32 (68 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +8/+17
Attack: Claw +13 melee (1d4+5)
Full Attack: 5 claws +13 melee (1d4+5) and mandibles +10 melee (1d8+2 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, spell-like abilities, summon yugoloths, tear
Special Qualities: All-around vision, damage reduction 5/silver or good, darkvision 60 ft., immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, spell resistance 17, stability, telepathy 100 ft.
Saves: Fort +10, Ref +9, Will +7
Abilities: Str 21, Dex 17, Con 19, Int 4, Wis 12, Cha 14
Skills: Balance +14, Climb +16, Listen +12, Spot +16, Swim +16
Feats: Dodge, Multiattack, Weapon Focus (claw)

Environment: Bleak Eternity of Gehenna
Organization: Solitary or team (2-4)
Challenge Rating: 7
Treasure: Standard coins, plus 1d3 gems (100 gp in value) in gizzard
Alignment: Always neutral evil
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
This 8-foot tall, insectile creature possesses a round, chitin covered body with five arms protruding from its body along with three stumpy legs. Sticking out from its wedge shaped head are a pair of sharp looking mandibles that drip with a green, viscous substance.
The dergholoths are one of the strongest types of yugoloths, however they are also one of the dumbest, lacking even the incredible intellect of the canoloths. They fill much the same roles as the mezzoloths do, but they perform it in a less orderly and effective manner. Dergholoths spend much of their existence milling about and generally being loathsome. They are usually quite proud of their milling abilities and skill at being loathsome.
A dergholoth stands roughly 8 feet tall and weighs around 450 pounds.
 
COMBAT
Dergholoths are straightforward opponents, using mainly their claws and mandibles to tear their opponents apart. If commanded to, they will employ their spell-like abilities, but usually only then. Dergholoths are fanatical combatants and rarely retreat from battle, thus they almost always fight to the death.
A dergholoth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
All-Around Vision (Ex): A dergholoth’s head can rotate up to 360 degrees giving it a +4 racial bonus on Spot and Search checks and it cannot be flanked except by a rogue of 12th level or higher.

Improved Grab (Ex): To use this ability, the dergholoth must hit with at least 2 claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Poison (Ex): A dergholoth delivers its poison with a successful mandible attack. Anyone struck by its mandibles must make a Fort save (DC 18) or take 1d6 points of Dexterity damage. The initial and secondary damage is the same. The save DC is Constitution based.

Spell-Like Abilities: At will – darkness, desecrate, detect good, fear (DC 16); 2/day – deep slumber (DC 15), greater teleport (self plus 50 pounds of objects only); 1/day – confusion (DC 16). Caster level 8th. The save DC’s are Charisma based.

Stability (Ex): The dergholoth’s three feet make it extra hard to trip or push, giving it a +4 bonus to avoid being tripped or bull rushed.

Tear (Ex): Any creature that is pinned by a dergholoth automatically takes damage from all 5 of the dergholoth’s claw attacks every round so long as the pin is maintained.

Summon Yugoloths (Sp): Once per day, a dergholoth can attempt to summon 1d3 skereloths* or another dergholoth with a 40% chance of success. This is the equivalent of a 4th level spell.
* See Fiend Folio (pg. 197).
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