Yagnoloth (CR 10)
Large Outsider (Evil and Yugoloth)
Alignment: Always neutral evil
Initiative: +2 (Dex); Senses: Listen +15 and Spot +15
Languages: Telepathy 100 ft.
AC: 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
Hit Dice: 10d8+40 (85 hp); DR: 15/good
Fort +11, Ref +9, Will +9
Speed: 50 ft.
Space: 10 ft./10 ft.
Base Attack +10; Grapple +10
Attack: Greatsword +9 melee and claw +20 melee, or greataxe +9 and claw +20 melee
Full Attack: Greatsword +9/+4 melee and claw +20 melee, or greataxe +9/+4 and claw +20 melee
Damage: Greatsword 2d6/19-20, greataxe 1d12/x3, claw 1d6+10 plus stunning blow
Special Attacks/Actions: Breath weapon, energy drain, shocking grasp, stunning blow
Abilities: Str 30, Dex 14, Con 19, Int 15, Wis 15, Cha 16
Special Qualities: outsider traits, SR 25, muscular arm, yugoloth traits
Feats: Cleave; Great Cleave; Power Attack; Weapon Focus (Claw)
Skills: Bluff +16, Climb +23, Concentration +17, Diplomacy +20, Intimidate +18, Jump +31, Knowledge (the planes) +15, Listen +15, Sense Motive +15, and Spot +15
Advancement: 11-30 HD (Large)
Climate/Terrain: Any land and underground
Organization: Solitary
Treasure/Possessions: Standard
Source:
Monster Manual II
Breath Weapon (Su): As a standard action, a yagnoloth can exhale a cloud of acid every 1d4 rounds. This cloud affects a single 5-foot cone for 1 round. A character in that space must make a Reflex saving throw (DC 19); failure means the character takes 2d6 points of acid damage and is stunned for an equal number of rounds.
Energy Drain (Su): The truly horrific power of the yagnoloth is its ability to drain life force. The victim must be unconscious or stunned. The yagnoloth places its head against the victim's flesh. For each full round the yagnoloth remains in contact, the victim gains 1d4 negative levels. The Fortitude save DC to remove each negative level is 18.
Shocking Grasp (Sp): A yagnoloth can use this ability three times per day, causing 1d8+10 points of electricity damage each time. Caster level 10th.
Stunning Blow (Ex): Any character struck by a yagnoloth's massive arm must make a Fortitude saving (DC 25) to avoid being stunned for a number of rounds equal to the points of damage dealt by the blow.
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 negates any secondary attack penalty and allows the yagnoloth its full Strength bonus with its claw, whether the attack is primary or secondary.
Outsider Traits: A yugoloth has darkvision (60-foot range). It cannot be raised or resurrected.
Yugoloth Traits: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 20. Yugoloth 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).
Yugoloth Subtype
Possibly the greediest, most selfish beings in the Outer Planes, yugoloths reign supreme among the evil outsiders of Gehenna.
Traits: A yugoloth possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to acid and poison.
- Resistance to cold 10, electricity 10, and fire 10.
- Telepathy.