Planescape Monstrous Supplement


Yugoloth, Lesser – Hydroloth

Size / Type

Large Outsider (Evil)

Hit Dice

7d8+14 (45)

Initiative

+1 (Dex)

Speed

20ft., fly 30ft. (clumsy), Swim 60ft.

Armor Class

22 (-1 Size, +1 Dex, +12 Natural)

Attacks

2 Claws +8, bite +6; and if gliding 2 foot claws +6

Damage

Claw 1d8+2, bite 1d10+1, foot claw 1d4+1

Face / Reach

5ft by 5ft / 10ft

Sp. Attacks

Leap, sleep spittle, spell-like abilities, gate

Sp. Qualities

DR 5 / [+1 or silver], SR19, telepathy, amphibious, immunities, yugoloth, outsider

Saves

Fort +7

Ref +6

Will +5

Abilities

Str 14

Dex 12

Con 15

Int 9

Wis 10

Cha 12

Skills

Hide +6, Intimidate +9, Jump +20*, Listen +9, Move Silently +9, Search +8, Spot +9

Feats

Multiattack, Cleave

 

Climate

Lower Planes

Organization

Solitary, squad (2-6), group (8-32)

Rating (CR)

8

Treasure

Standard

Alignment

Always Neutral Evil

Advancement

8 – 15 HD (Large), 16 – 21 HD (Huge)

 

 

· Leap: Hydroloths, given their frog-like nature and underarm gliding flaps, can make surprisingly great jumps. They receive a +8 racial bonus to jump, and in addition, they can jump up to 30’ long, and 15’ high and still make a full attack upon landing. They do this from a standing position, so their victims must start closer than 30’ to do this.

· Sleep Spittle: Hydroloths can spit a stream of foul yellow liquid from a gland under their tongues up to 15’ away. Those hit receive 1d10 acid damage and must succeed a Fortitude save (DC15) or fall asleep for 1d8 rounds. Before the poison wears off, the victim cannot be awakened save by magical means.

· Spell-like Abilities: At will – Summon Monster V (a 12HD water elemental that fights for the hydroloth without control), Create Water, Darkness, Dimension Door, and Water Walk.

· Gate: Twice per day with a 50% chance of success they can attempt to gate in another hydroloth.

· Amphibious: Hydroloths are fully amphibious, being able to breathe air and from any liquid.

· Immunities: Hydroloths are immune to the memory-erasing effects of the river Styx. Also, hydroloths can use the improved evasion ability against any water-based attack.

· 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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