Planescape Monstrous Supplement


Yugoloth, Lesser – Dergholoth

Size / Type

Large Outsider (Evil)

Hit Dice

8d8+16 (52)

Initiative

+2 (Dex)

Speed

40ft.

Armor Class

23 (-1 Size, +2 Dex, +12 Natural)

Attacks

See Below

Damage

Claw 1d4+8, greatsword 2d6+8

Face / Reach

5ft by 5ft / 10ft

Sp. Attacks

Improved grab, feeblemind, spell-like abilities

Sp. Qualities

SR19, DR 5/ [+1 or silver], parry, yugoloth, outsider

Saves

Fort +8

Ref +8

Will +7

Abilities

Str 27

Dex 15

Con 15

Int 6

Wis 12

Cha 10

Skills

Appraise +2, Bluff +11, Listen +12, Sense Motive +12, Spot +12

Feats

Multiattack, Multiweapon fighting, Weapon Balance

 

Climate

Lower Planes

Organization

Solitary or group (2-4)

Rating (CR)

9

Treasure

Nil (some weapons maybe)

Alignment

Always Neutral Evil

Advancement

9 – 20 HD (Large), 21 – 24 HD (Huge)

 

 

· Each dergholoth may have weapons, as determined below, but dergholoths never carry magical weapons.

 

Roll (d100)

Attacks

01 – 60

5 Claws +15

61 – 85

4 Claws +13, 1 Greatsword +15/+10

86 – 95

3 Claws +13, 1 Greatsword +13/+8, 1 Greatsword +13

96 - 100

2 Claws +13, 1 Greatsword +13/+8, 2 Greatswords +13

 

· Improved Grab: To use this ability, the dergholoth needs to hit with two claw attacks. If succeeds, the dergholoth can attack its victim with a +4 bonus (even with greatswords while grappling).

· Feeblemind: Once per day, a dergholoth can chatter senselessly by clicking its mouth pincers rapidly. This has the effect of feeblemind spell on any creature of less than 7HD within 30’ that hears the attack. The victims must succeed a Will save (DC14) or be affected for 1d6 rounds, after which they return to normal.

· Spell-like Abilities: At will – Darkness, Fear, and Sleep (2/day).

· Parry: Armed dergholoths can parry with their weapons instead of attacking. For each weapon attack used to parry, the dergholoth’s AC improves by 2 until the dergholoth’s next initiative.

· Yugoloth Traits:

 

· Immunities: Acid, fire, and poison.

· Resistances: Gas resistance 20.

· Weaknesses: Cold inflicts double damage.

· Spell-like abilities: At will – Alter Self, Animate Dead, Cause Disease, Charm Person, Minor Image, Produce Flame, and Greater Teleport.

· Nature of Betrayal: All yugoloth can gate in their fellows when necessary. However, summoned yugoloths are 25% likely to turn on their summoner and aid the opponent. If the opponent wins, the traitorous yugoloth tries to cadge a reward for its help.

 

· Outsider: Darkvision 60 feet. Can’t be raised or resurrected.

 

 



    Melroch Eitheldor @ 2003 - 2004

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