| NYCALOTH |
| |
| Large Outsider (Evil, Extraplanar, Yugoloth) |
| Hit Dice: 14d8+84 (147 hp) |
| Initiative: +4 |
| Speed: 40 ft. (8 squares); fly 90 ft. (good) |
| Armor Class: 27 (-1 size, +4 Dex, +14 natural), touch 12, flat-footed 23 |
| Base Attack/Grapple: +14/+26 |
| Attack: Claw +22 melee (2d6+8/19-20 x3 plus poison) |
| Full Attack: 2 Claws +22 melee (2d6+8/19-20/x3 plus poison) and bite +17 melee (2d4+4) |
| Space/Reach: 10 ft./10 ft. |
| Special Attacks: Augmented critical, fear aura, poison, rend 2d6+12, spell-like abilities, summon yugoloths, wounding |
| Special Qualities: Damage reduction 10/good, darkvision 60 ft., fast healing 2, immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, spell resistance 25, telepathy 100 ft. |
| Saves: Fort +15, Ref +13, Will +12 |
| Abilities: Str 27, Dex 18, Con 23, Int 14, Wis 16, Cha 18 |
| Skills: Bluff +21, Climb +25, Concentration +23, Intimidate +23, Jump +29, Knowledge (the planes) +19, Listen +20, Search +19, Spot +20, Survival +20 (+22 on the planes) |
| Feats: Cleave, Great Cleave, Improved Bull Rush, Power Attack, Weapon Focus (claw) |
| |
| Environment: Bleak Eternity of Gehenna |
| Organization: Solitary, squad (4-8) |
| Challenge Rating: 14 |
| Treasure: Standard |
| Alignment: Always neutral evil |
| Advancement: 15-28 HD (Large); 29-42 HD (Huge) |
| This large gargoyle-like creature stands over 12 feet tall. Four powerful arms each ending in a hand composed of vicious looking claws, extend from the creature’s sides. A canine-like head tops the creature’s torso and a pair of large, scaly bat wings extends from its back. A wicked grin, revealing rows of sharp teeth, splits its face in two. |
| Nycaloths are the elite air cavalry of the yugoloth armies and thus usually lead daring charges against enemy forces. Despite their bestial appearances, nycaloths are wickedly intelligent and usually use tactics against their foes, however sometimes a nycaloth’s love for melee combat will drive it into a frenzy, causing it to forgo its spell-like abilities in favor of tearing things with its multiple claws. |
| A nycaloth stands near 13 feet tall and weighs roughly 2,000 pounds. |
| COMBAT |
| Nycaloths love to enter into melee and tear at their opponents with their claws. They usually activate their fear auras to drive away weaker opponents and then engage the remaining ones. |
| A nycaloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. |
| Augmented Critical (Ex): A nycaloth threatens a critical hit on a 19-20 with its claws and on a successful critical, deals triple damage. |
| Fear Aura (Su): Nycaloths can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 21 Will save or be affected as though by a fear spell (caster level 14th). A creature that successfully saves cannot be affected again by the same nycaloth’s fear aura for 24 hours. Other yugoloths are immune to this aura. The save DC is Charisma based. |
| Poison (Ex): A nycaloth’s claws secrete a deadly poison. Anyone struck by its claw attack must make a Fort save (DC 23) or take 1d6 points of Constitution damage. The initial and secondary damage is the same. The save DC is Constitution based. |
| Rend (Ex): If a nycaloth hits with both claw attacks, it latches onto the opponent and tears its flesh. This attack automatically deals an additional 2d6+12 points of damage. |
| Spell-like Abilities: At will – deeper darkness, desecrate, detect good, dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, see invisibility; 3/day – dispel good (DC 19); 2/day – scorching ray (2 rays only), silence (DC 16), unholy blight (DC 18). Caster level 14th. The save DC’s are Charisma based. |
| Wounding (Ex): A nycaloth’s claw attacks continue to bleed long after the wound was inflicted. An injured creature loses 1 additional hit point each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped with a DC 23 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure or heal spell on a damaged creature must succeed on a DC 23 caster level check, or the spell has no effect on the injured character. If the check succeeds, the wound stops bleeding and the spell functions normally. |
| Multiple wounds are cumulative, thus a creature hit three times by a nycaloth’s claws loses 3 hit points per round, however only one Heal check, cure spell, or heal spell is needed to stop multiple wounds. The check DC is Constitution based. |
| Summon Yugoloths (Sp): Once per day a nycaloth can attempt to summon 1d4 mezzoloths or another nycaloth with a 40% chance of success. This is the equivalent of a 6th level spell. |