Planescape Monstrous Supplement

Yugoloth, Lesser, Marraenoloth

Size / Type

Medium Outsider (Evil)

Hit Dice

10d8+20 (65)

Initiative

+2 (Dex)

Speed

40ft

Armor Class

21 (+2 Dex, +9 Natural)

Attacks

Bite +11 melee

Damage

Bite 1d6+1

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

Fear gaze, summon yugoloth

Sp. Qualities

Outsider, yugoloth, spell resistance, telepathy, nature of betrayal

Saves
Fort +9
Ref +9
Will +9
Abilities
Str 13
Dex 15
Con 14
Int 17
Wis 14
Cha 10
Skills

Appraise +14, Balance +15, Bluff +13, Concentration +10, Diplomacy +2, Intimidate +2, Intuit Direction +15, Knowledge (lower planes) +14, Listen +4, Profession (boater) +13, Spot +4, Swim +13

Feats

Alertness, Combat Casting, Dodge

Climate

River Styx

Organization

Solitary

Rating (CR)

10

Treasure

Double coins and goods, half items

Alignment

Always Neutral Evil

Advancement

11-20HD (medium)

  • Fear Gaze (Su): When a marraenoloth stares at a creature, the latter must succeed a Will save (DC 15) or become panicked (as Fear spell) for 1d4 rounds.
  • Summon Yugoloth (Sp): Once per day, Marraenoloths can try to gate (75%) 1d6 Hydroloths.
  • Outsider Traits: Darkvision 60 feet. Can’t be raised or resurrected.
  • Yugoloth Traits: Immune to acid, fire, and poison. Gas resistance 20. Double damage from cold attacks. Spell-like Abilities: At will – Alter Self, Animate Dead, Charm Person, Phantasmal Killer, Poison, Produce Flame, Teleport without Error. Summon other Yugoloth (the summoned Yugoloth have a 25% to turn over the summoner and later grab a reward from the attackers).
  • Spell Resistance (Ex): Marraenoloths have a variable spell resistance of 28-spell level. Thus a magic missile encounters a SR27, but a fireball a SR 25, and so on.
  • Telepathy (Ex): Marraenoloths can communicate telepathically between them without range limitation (only plane), and can speak all languages.
  • Nature of Betrayal: Every time a service is ask from a Marraenoloth, he asks for 4 types of payment: a permanent magic item, 3 non-permanent magic items, a bag with 10 Lady (PP), or 2 gems worth more than 50 cages each. Even if paid, there’s a 15% chance that the creature will betray his contractors (85% chance of leading them to an incorrect destination, 15% chance to leading them to an ambush). Reduce this chance by 5% each time his payment is met over the first (if the payment was 3 permanent magical items there’s only a 5% of betrayal).




  •      Melroch Eitheldor @ 2003 1 1