Skeroloth (CR 3)

Small Outsider (Evil and Extraplanar)
Alignment: Always neutral evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: Listen +6 and Spot +6
Languages: Telepathy 100 ft.


AC: 20 (+1 size, +3 Dex, +6 natural), touch 14, flat-footed 17
Hit Dice: 4d4+4 (22 hp)
Fort +5, Ref +7, Will +3
Speed: 40 ft., burrow 20 ft., climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +0
Attack: Claw +8 melee
Full Attack: 4 claws +8 melee
Damage: Claw 1d3
Special Attacks/Actions: Sneak attack +1d6, spell-like abilities, summon yugoloth
Abilities: Str 11, Dex 16, Con 12, Int 5, Wis 8, Cha 11
Special Qualities: Cringe, outsider traits, yugoloth traits
Feats: Improved Initiative; Weapon Finesse
Skills: Climb +15, Hide +18, Listen +6, Move Silently +14, and Spot +6
Advancement: 5-10 HD (Medium-size); 11-15 HD (Large)
Climate/Terrain: Any land and underground (Hades)
Organization: Solitary, squad (4-8), or platoon (10-18 plus 1 piscoloth)
Treasure/Possessions: Standard

Source: Fiend Folio

Sneak Attack (Ex): Anytime a skeroloth's target is denied a Dexterity bonus, or when a target is flanked by a skeroloth, the skeroloth deals an additional 1d6 points of damage on a successful melee attack.

Spell-like Abilities: At will - daze, detect good, jump; 3/day - burning hands, expeditious retreat. Caster level 4th; save DC 10 + spell level.

Summon Yugoloth (Sp): Once per day, a skeroloth can attempt to summon 1 skeroloth with a 40% chance of success. Summoned creatures remain for 1 hour, then return whence they came. A yugoloth that is itself summoned cannot use its own summon ability for 1 hour.

Cringe (Su): As a standard action, a skeroloth can cower in fear. This is a mind-affecting effect. Any opponent attempting to strike or otherwise directly attack a cringing skeroloth, even with a targeted spell, must attempt a Will save (DC 12). If the save succeeds, the opponent can attack normally and is immune to the effect of that skeroloth's cringing for one day. If the save fails, the opponent can't follow through with the attack, chat part of the attacker's action is lost, and the attacker can't directly attack that skeroloth for as long as it continues to cringe. If the skeroloth stops cringing and then cringes again, the opponent may attempt a new Will save to attack it.

Skills: Skeroloths have a +4 racial bonus on Hide and Move Silently checks. Skeroloths also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Outsider Traits: A yugoloth has darkvision (60-foot range). It cannot be raised or resurrected (though a wish or miracle spell can restore life).

Yugoloth Traits: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 10. Yugoloths can communicate telepathically with any creature within 100 feet that has a language.

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.