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Gacholoth (3.

5 conversion)
Medium Outsider (Evil, Yugoloth)
Hit Dice: 9d8+18 (58 hp)
Initiative: +8 (+4 Dex, +4 Improved Inititaive)
Speed: 60 ft, climb 60 ft
AC: 21 (+4 Dex, +7 natural), touch 14, flat-footed 17
BAB/Grapple: +9/+11
Attack: Claw +11 melee (2d6+2 plus 1d6 acid)
Full Attack: 2 claws +11 melee (2d6+2 plus 1d6 acid) and bite +9 melee
(1d10+1)
Space/Reach: 5'/5'
Special Attacks: Frightful attack, spell-like abilities, sneak attack 2d6, summon
yugoloth
Special Qualities: Damage reduction 5/good; darkvision 90'; immune to
Enchantment (spells and spell-like abilities); SR 19; yugoloth traits (immune to
poison and acid; cold, fire, and electricity resistance 10); telepathy 100'
Saves: Fort +8, Ref +10, Will +7
Abilities: Str 15, Dex 18, Con 15, Int 14, Wis 13, Cha 12
Skills: Bluff +13, Climb +22, Disable Device +14, Hide +16, Intimidate +13,
Listen +13, Move Silently +16, Search +13, Sense Motive +13, Spot +13
Feats: Dodge, Improved Initiative, Mobility, Multiattack
Environment: Any (lower planes)
Organization: Solitary or team (2-4)
Challenge Rating: 8
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class
Level adjustment: +5
Gacholoths are the infiltrators and terrorists of the Blood War. They use their
abilities to cause havoc and spread panic behind enemy lines. Because they
have a reputation as traitors, they work hard to convince those they would
betray that they are loyal. They might spend months, years, even centuries,
serving in the army of a temporary master with unquestioned loyalty, while
secretly waiting for the best moment to reveal their true allegiance and begin a
reign of slaughter and terror. Would-be masters know this, yet often believe
that they can take advantage of the gacholoth for a while and then purge him
before he betrays them.
Gacholoths have a roughly humanoid appearance. Their bodies are an ebony
black, and they have four long and powerful legs, each tipped with three sharp
claws to aid in climbing. Their well-muscled torsos have two arms, each ending
in a hand with four fingers that are tipped with savage, retractable claws that
can secrete acid. Gacholoth skulls are bony, their ears are triangular and flare
back; a thick shock of dark hair flows back from a receding hairline. Sharp
fangs thrust forward prominently, while the sunken eyes are cold and inhuman.
Something about their skull structure suggests sahuagin.
Gacholoths speak Abyssal, Draconic, and Infernal.

COMBAT
Their four powerful legs enable them to move with blinding speed on any
surface, climbing walls and ceilings without hindrance. They can fight from any
angle without disorientation, even hanging upside down.
A creature with a climb speed has a +8 racial bonus on all Climb checks. The
creature must make a Climb check to climb any wall or slope with a DC higher
than 0, but it always can choose to take 10, even if rushed or threatened while
climbing. If a creature with a climb speed chooses an accelerated climb (see
above), it moves at double its climb speed (or at its land speed, whichever is
slower) and makes a single Climb check at a -5 penalty. Such a creature retains
its Dexterity bonus to Armor Class (if any) while climbing, and opponents get
no special bonus to their attacks against it. It cannot, however, use the run
action while climbing.
Frightful Attack (Su): When a gacholoth first attacks, the target must make a
Will save (DC 15, Cha-based) or drop all hand-held items and cower in fear for 1
round, unable to take actions. A cowering character takes a -2 penalty to Armor
Class and loses his Dexterity bonus (if any); this will allow sneak attack damage
for the attack. Whether or not the save was successful the target is then
immune to the same gacholoth's Frightful Attack ability for 24 hours. This is a
mind-affecting fear effect.
Sneak Attack (Ex): A gacholoth can sneak attack like a rogue, inflicting an
additional 2d6 precision damage whenever an opponent is flanked or denied its
dexterity bonus to AC.
Spell-Like Abilities: At will contagion (Fort neg DC 15), darkness, disguise
self, feather fall, magic missile, major image, produce flame, suggestion (Will
neg DC 14); 1/day - mirror image (1d4+3), charm monster (Will neg DC 15),
greater teleport (self plus 50 pounds of objects only). Caster level 9 (as HD);
save DCs are Cha-based.
Summon Yugoloth (Sp): Once per day, a gacholoth can attempt to summon
another gacholoth with a 50% chance of success.
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. Outsiders breathe, but do not
need to eat or sleep (although they can do so if they wish).

Snallith
Size/Type: Medium Outsider [Evil]
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 16 (+2 natural, +4 chain shirt), touch 10, flat-footed 15
Base Attack/Grapple: +2/+3
Attack: Longsword +3 melee (1d8+1/19-20) or tentacle +3 incorporeal touch (1
Strength damage)
Full Attack: Longsword +3 melee (1d8+1/19-20) and tentacle +3 incorporeal
touch (1 Strength damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Strength damage, spell-like abilities, Darkfinger 3/day
Special Qualities: Darkvision 60 ft., outsider traits, ability damage resistance 1
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 13, Dex 10, Con 13, Int 10, Wis 11, Cha 12
Skills: Listen +5, Spellcraft +5, Spot +5, Knowledge (planes) +5, Intimidate +6,
Hide +5, Move Silently +5, Survival +5, Jump +5
Feats: Weapon Focus (tentacle), Spell Penetration[B], Multiattack[B], Improved
Multiattack[B]
Environment: Any (Lower Outer Planes)
Organization: Solitary, pair, band (3-9), or army (10-1000)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By character class
Level Adjustment: +1
A snallith is a creature of fiendish origin, and looks roughly humanoid, with dull
grey scales and no hair. Its most striking feature is that its left arm trails off into
an incorporeal tentacle. Some of them find their way to the material plane, and
often prefer to stay there. Snalliths speak Abyssal, Common, and Infernal.
Though most snalliths are evil, some of them - especially those who have spent
time among other races - come to a less selfish view of life, and cooperate with
others and even help them. Even these tend to be somewhat greedy.
Spell-like abilities: Each can be used 3/day detect magic, message, ray of enfeeblement, silent image (Will DC 12 disbelief
if interacted with), protection from good,
lesser confusion (can be cast normally or as a touch attack; Will neg DC 12),
chill touch (can be cast as part of a tentacle attack during an attack or full
attack, without drawing an attack of opportunity; Fort partial or Will negates,
DC 12),
Caster level 2 (as HD); save DCs are Charisma-based. Spell penetration applies
to these abilities.
Tentacle (Ex)
The snallith's incorporeal tentacle can be used to make an incorporeal touch
attack that deals 1 point of Strength damage. It uses its Dex modifier for this
attack. This could be used to deliver a touch spell or spell-like ability in addition

to the Strength damage. The snallith can use his tentacle to hold a touch spell
charge (or that for his chill touch), attacking normally with a weapon in his
hand while using his tentacle to deliver the touch attacks. If delivering a
beneficial touch spell, the snallith can forgo causing Strength damage. A
snallith can make attacks of opportunity using either his tentacle or his hand
(or the weapon he holds, if applicable).
Strength Damage (Su)
The tentacle attack deals 1 points of Strength damage to a living foe. Strength
damage is doubled on a critical hit.
Darkfinger (Ex)
3/day as a standard action, a snallith can extend his tentacle up to 250, which
can be used to make one attack with it as if his reach were that long. This could
also be used to deliver a touch spell or spell-like ability in addition to the
Strength damage, and can be used while casting it, counting as a single
standard action. If delivering a touch spell or spell-like ability, increase the DC
by 3 for this attack. If delivering a beneficial touch spell, the snallith can forgo
causing Strength damage.
Ability damage resistance (Ex): Whenever a snallith is subject to ability damage
or drain, the amount of damage or drain taken is reduced by 1 (to a minimum
of zero).
Snalliths breathe, but do not need to drink, eat, or sleep (although they can do
so if they wish). They do not age or die of old age. As outsiders, raise dead
does not work on them, although other spells such as limited wish or true
resurrection can raise them from the dead.

Necropythone
Medium-Size Outsider (Evil)
Hit Dice: 13d8+26 (84 hp)
Initiative: +7
Speed: 30 ft.
AC: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
BAB/Grapple: +13/+17
Attack: Claw +17 melee (1d6+4 plus energy drain)
Full Attack: 2 claws +17 melee (1d6+4 plus energy drain)
Space/Reach: 5'/5'
Special Attacks: Energy drain, spell-like abilities
Special Qualities: Damage reduction 5/good, darkvision 60', immune to mindaffecting abilities; negative energy healing; SR 25; resist acid, cold, fire, and
electricity 10; telepathy 100'; undead immunities
Saves: Fort +10, Ref +12, Will +14
Abilities: Str 18, Dex 16, Con 14, Int 14, Wis 16, Cha 18
Skills: Bluff +20, Concentration +18, Disguise +20, Intimidate +20, Knowledge
(religion) +18, Knowledge (the planes) +18, Listen +19, Spellcraft +19, Spot
+19, Use Magic Device +20
Feats: Corpsecrafter, Destruction Retribution, Improved Initiative, Iron Will,
Spell Penetration
Climate/Terrain: Any (lower planes)
Organization: Solitary or pair
Challenge Rating: 13
Treasure: Standard
Alignment: Always evil
Advancement: 14-26 HD (medium)
Level Adjustment: +5
Necropythones are fiendish necromancers that can be found throughout the
lower planes.
A necropythone appears roughly humanoid, but very emaciated, almost
skeletal. Its claws are long and sharp, and its head is bone white while the rest
of its body is coal black.
It can animate the corpses of outsiders or other creatures as skeletons or
zombies.
Combat
Energy Drain (Su)
A living creature hit by a necropythones claw attack gains one negative level.
DC 18 (Cha-based) Fortitude save to remove a negative level. When such a
negative level is bestowed, the necropythone gains 5 temporary hit points
(unlimited duration), but these don't stack.
Spell-Like Abilities: At will animate dead, command undead, desecrate,
disguise self, summon undead V, true seeing; 2/day - horrid wilting (13d6, Fort
half DC 22), mass inflict critical wounds (4d8+13, Will half DC 22),
shapechange (undead forms only), trap the soul (Will neg base DC 22; no gem

needed, but spell completion version only; it can release the soul as a full
round action and releases it if slain; a maximum of one creature can be trapped
at a time). Caster level 13 (as HD); DCs are Cha-based.
Negative energy healing (Ex): Negative energy heals it as if it were undead.
Positive energy also heals it.
Undead Immunities (Ex): Immunity to all mind-affecting effects, to poison,
sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
Immune to damage to its physical ability scores (Strength, Dexterity, and
Constitution), as well as to fatigue and exhaustion effects. Immunity to any
effect that requires a Fortitude save (unless the effect also works on objects or
is harmless).
Necropythones do not need to eat, breathe, or sleep, although they can do so if
they want to.
Advancement: Increase the caster level for spell-like abilities and the SR by the
number of class levels gained and by half the number of racial HD over 13. If a
necropythone gains spellcasting ability, increase its caster level for
necromancy spells by its racial HD.

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