| 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. |