PISCOLOTH

Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 10d8+60 (105 hp)
Initiative: +7
Speed: 30 ft. (6 squares), swim 60 ft.
Armor Class: 24 (+3 Dex, +11 natural), touch 13, flat-footed 21
Base Attack/Grapple: +10/+14
Attack: Pincer +14 melee (2d6+4/19-20/x3)
Full Attack: 2 pincers +14 melee (2d6+4/19-20/x3) and tail +12 melee (2d4+2 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented critical, constrict 2d6+8, improved grab, paralysis, poison, spell-like abilities, summon yugoloths
Special Qualities: All-around vision, damage reduction 10/good, darkvision 60 ft., immunity to acid and poison, resistance to cold 10 and electricity 10 and fire 10, spell resistance 21, telepathy 100 ft.
Saves: Fort +13, Ref +10, Will +10
Abilities: Str 19, Dex 17, Con 23, Int 14, Wis 16, Cha 18
Skills: Bluff +17, Concentration +19, Intimidate +19, Jump +19, Knowledge (the planes) +15, Listen +16, Spot +16, Survival +16 (+18 when on other planes), Swim +19, Tumble +18
Feats: Combat Expertise, Improved Initiative, Multiattack, Power Attack

Environment: Bleak Eternity of Gehenna
Organization: Solitary, squad (4-8), or platoon (6-18)
Challenge Rating: 10
Treasure: Standard coins; standard items
Alignment: Always neutral evil
Advancement: 11-20 HD (Medium); 21-30 HD (Large)
This strange creature looks to be a grotesque amalgamation of various species of animals. Its body is red and chitinous, like a lobster’s, and a long fish-like tail sprouts from its back. Its two legs end in wickedly sharp bird-like talons and its two arms resemble the claws of a crab. Sickly looking tentacles hang from its face, each one dripping a foul looking fluid.
The piscoloths are the sergeants of overseers of the yugoloth armies. They are cruel and dictatorial and superbly dedicated to torturing and vindicating anything below them. One might think that these cruel oppressors are stupid, yet strangely enough, they are quite intelligent and cunning.
Piscoloths stand hunched over most of the time and as such are only around 6 feet in height. If they were ever to stand to their full height, they would be around 8 feet tall. Piscoloths weigh around 450 pounds.
 
COMBAT
Piscoloths are intelligent warriors and fight as such. They usually try to open battle with a stinking cloud and follow up against hurt opponents with an ice storm.
A piscoloth’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 piscoloth’s head can rotate up to 360 degrees giving it a +4 racial bonus on Spot and Search checks and it cannot be flanked.
Augmented Critical (Ex): A piscoloth threatens a critical hit on a 19-20 with its pincers and on a successful critical, deals triple damage.
Constrict (Ex): A piscoloth deals 2d6+8 points of damage on a successful grapple check with its pincers.
Improved Grab (Ex): To use this ability, the piscoloth must hit with at least 2 pincer attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it can then attempt to poison the character with its tentacles.
Paralysis (Ex): A character hit by a piscoloth’s tail attack must make a Fort save (DC 21) or become paralyzed for 1d6 rounds. The save DC is Constitution based.
Poison (Ex): The piscoloth can transfer a grabbed opponent to its tentacles as a free action. A creature grabbed by the tentacles must succeed at a Fort save (DC 21) or take 1d4 points of Constitution damage. The secondary damage is the same as the initial damage. The save DC is Constitution based.
Spell-Like Abilities: At will – darkness, desecrate, detect good, greater teleport (self plus 50 pounds of objects only), stinking cloud (DC 17); 1/day – ice storm, phantasmal killer (DC 18). Caster level 10th. The save DC’s are Charisma based.
Summon Yugoloths (Sp): Once per day a piscoloth can attempt to summon 1d4 skereloths or another piscoloth with a 40% chance of success. This is the equivalent of a 5th level spell.
Skills: Piscoloths have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim check, even if distracted or endangered.
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