| YAGNOLOTH |
|
| Large
Outsider (Evil, Extraplanar, Yugoloth) |
| Hit
Dice: 13d8+78 (136 hp) |
| Initiative:
+6 |
| Speed:
50 ft. (10 squares) |
| Armor
Class: 25 (-1 size, +2 Dex, +14 natural), touch 11, flat-footed
23 |
| Base
Attack/Grapple: +13/+27 |
| Attack:
Slam +23 melee (2d6+10 plus 1d8 electricity) |
| Full
Attack: +1 longsword +14/+9/+4 melee (2d6+1) and slam
+23 melee (2d6+10 plus 1d8 electricity) |
| Space/Reach:
10 ft./10 ft. (15 ft. with slam) |
| Special
Attacks: Breath weapon, energy drain, spell-like abilities, stunning
blow |
| Special
Qualities: Damage reduction 10/good, darkvision 60 ft., fast healing
2, immunity to acid and poison, muscular arm, resistance to cold 10, electricity
10, and fire 10, spell resistance 22, telepathy 100 ft. |
| Saves:
Fort +14, Ref +10, Will +10 |
| Abilities:
Str 31, Dex 15, Con 23, Int 14, Wis 14, Cha 16 |
| Skills:
Bluff +19, Climb +26, Diplomacy +23, Intimidate +21, Jump +18, Knowledge
(the planes) +18, Knowledge (nobility) +18, Listen +18, Search +18, Spot
+18, Survival +18 (+22 tracking) |
| Feats:
Cleave, Improved Initiative, Improved Sunder, Power Attack, Weapon Focus
(slam) |
|
| Environment:
Bleak Eternity of Gehenna |
| Organization:
Solitary |
| Challenge
Rating: 12 |
| Treasure:
Standard coins plus +1 longsword |
| Alignment:
Always neutral evil |
| Advancement:
14-26 HD (Large); 27-39 HD (Huge) |
| This
large, red skinned creature possesses a long, snakelike tail and a skeletal
head topped with ears that resemble bat wings. One of its arms is massively
long and muscular, while the other is about the size of a normal, human
arm. |
| In the nonsensical feudal hierarchy of Gehenna,
the yagnoloths are the minor lords. Even though they are no smarter or stronger
than many of the other yugoloths, they still rule over fairly large territories
with multitudes of vassal yugoloths at their beck and call. However, because
of this yagnoloths are universally despised by other yugoloths and as such,
possess no summoning abilities. |
| Yagnoloths are between 10 to 15 feet tall and
around 3,500 pounds. |
| |
| COMBAT |
| Despite their limited magical abilities, yagnoloths
are fearsome in melee combat. They wade into their opponents, slashing with
their +1 longswords and sundering any weapons that cause them harm,
with their slam attacks. |
| A yagnoloth’s natural weapons, as well
as any weapons it wields, are treated as evil-aligned for the purpose of
overcoming damage reduction. Plus, its slam attack is also treated as adamantine
for the purpose of overcoming damage reduction and hardness. |
| Breath Weapon (Su): As a standard
action, a yagnoloth can exhale a 30-foot cone of acidic gas, once every
1d4 rounds, dealing 6d6 acid damage (Ref DC 22 half). Additionally, those
who fail the Reflex save must make a Fort save (DC 22) or take –2
penalty on all attack rolls, damage rolls, ability checks and skill checks
from burning acid for the next 2d6 rounds. The save DC’s are Constitution
based. |
| Energy Drain (Su): As a standard
action, a yagnoloth can fire a thin, red beam from its forehead, with a
range of 60 ft. (no range increment) and must succeed at a ranged touch
attack to hit. This beam otherwise functions as an enervation spell
(Caster level 13th). |
| Muscular Arm (Ex): A yagnoloth’s
larger arm functions as a primary natural weapon, even when it is used to
make secondary attacks. This ability is negates any secondary attack penalty
and allows the yagnoloth its full Strength bonus with its slam, whether
the attack is primary or secondary. Its large arm is also treated as an
adamantine weapon for the purpose of overcoming damage reduction and hardness. |
| Additionally, a yagnoloth’s smaller arm
is treated as if it had Strength of 10, for the purposes of damage and to-hit
rolls. |
| Spell-Like Abilities: At will
- desecrate, detect good; 2/day – greater teleport
(self plus 50 pounds of objects only). Caster level 13th. |
| Stunning Blow (Ex): Three times
per day, a yagnoloth can make a stunning attack with its slam. When an opponent
is hit by the stunning attack, it must make a Fort save (DC 26) or be stunned
for 6 rounds (or a number of rounds equal to the yagnoloth’s Constitution
modifier, minimum 1 round). The save DC is Strength based. |