Bestiary: Oinos

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In Oinos, creatures from Abyss, Pit of Moliation, Elysium, and Hells can spawn. The different groups are hostile to each other. Elysium creatures are neutral to players (until attacked by them), all others are hostile from the start. The number of creatures scale with player group size.

Below are the most common creatures of Oinos. These are the creatures a soloer will be confronted. Other and stronger creatures spawn for player groups.

Contents

Anzu


Race: Outsider SR: 84 TR: 77
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, Fi So Po, p s Heals: (none) Deals: Ac Ne + special Sl
Misc Imm: Poison Disease Fear Paralysis Entangle Sleep Stun Charm Domination Level/Abil Drain Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:
Bite: DC 55 Fortitude check for half/full Sl damage: The anzu slashes you with its beak!
Cloud: Fortitude check versus DC 57 [or what?]: The greasy cloud around the anzu dulls your mind!
Vulnerable to Rebuke and excellent targets for Assasins & Rangers.

Armanite


Race: Outsider SR: 78 TR: 72
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, Ac So Ma Ne, p s Heals: (none) Deals: Co Po + special (physical)
Misc Imm: Poison Disease Level/Abil Drain Death Magic Petrification / Domination (paragon+)
Spell Imm: Weird, Phantasmal Killer, Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Knockdown: DC 40 Strength check to avoid Knockdown: You are knocked down by the armanite! Upon failure, there is a DC 120 Tumble check to halve the duration.
Trample: DC 40 Strength check to avoid physical damage: The armanite tramples you! [Odd that both of these have the same DC and check]
Armanites can be Disintegrated, Harmed and Imploded. They are also good targets for Assassins and Rangers.

Bulezau


Race: Outsider SR: 80 TR: 73
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, Ac Fi Ma, p s n p Heals: So (superior+) Deals: So Ne + special So
Misc Imm: Mind Spells Paralysis Knockdown Death Magic / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Drown, and Disintegrate
Special Abilities:
Shout: DC 57 Reflex Check versus Sonic to avoid Deafness and Discipline skill reduction [details needed]: The bulezau's shout pains, demoralizes, and deafens you!
Bulezau can be Imploded & Weirded, and are good targets for Assassins and Rangers.
Bulezau have a lot of temporary hitpoints, so it may appear that they are not being injured, when in reality they are.
Bulezau inflict So and have high AB.

Canoloth


Race: Outsider SR: 65 TR: 60
AB: AC: Saves: F / R / W Conceal: 24 KB: (none)
Takes: Bl Pi, Co So Ne Po, s d m Heals: (none) Deals: Ac So Di
Misc Imm: Mind Spells Paralysis Freedom Knockdown
Spell Imm: Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Blindness and Deafness, and Mass Blindness and Deafness
Special Abilities: Knockdown attack. Can reduce discipline.


The scouts and skirmishers in yugoloth armies, canoloths are also asked to serve as guardians and bodyguards by their dark masters. Their keen senses spot stealthy adversaries, which are then apprehended wtih their wicked, barbed tongues.

A canoloth looks like an armoured bulldog the size of a human, with two sets of jaws: a vertical set inside a horizontal set. It has no eyes, relying totally on hearing and smell to find intruders. Its most prominent feature is a barbed tongue several inches thick that it can flick out at a target up to 20 feet away.

Chasme


Race: Outsider SR: 80 TR: 77
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, El Fi Po, p s a n Heals: (none) Deals: So Po + special In
Misc Imm: Poison Disease Paralysis Entangle} Stun Sleep Charm Domination Confuse Level/Abil Drain Knockdown Sneak Attack Critical Hits Death Magic Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Weird, Phantasmal Killer, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Festering: DC 56 Fortitude check for half/full In damage: The chasme inflicts you with a festering wound! A level 41 or higher Heal or Mass Heal spell is required to cure Festering: Your wound closes!
Sleep: DC 56 Fortitude check versus Sleep: The droning buzz from the chasme makes you fall asleep!
Chasmes are vulnerable to Fear, but have to be beaten down with damage. The best damage types to deal in descending order of effectiveness are El, Po, Fi and Bl.

Dretch


Race: Outsider SR: 70 TR: 68
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi Sl, Co Fi Ma, b Heals: (unknown) Deals: Fi Di
Misc Imm: Level/Abil Drain / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, and Bigbys Forceful Hand
Special Abilities:
There appears to be no specific cause of this which I can find in the logs: The dretch's touch befouls you!
Trash mob!

Gadacro


Race: (immune to KV) SR: 70 TR: 66
AB: AC: Saves: F / R / W Conceal: KB:
Takes: Ac Fi & Po seem effective Heals: (unknown) Deals: So Di
Misc Imm: (immune to KV)
Spell Imm: (immune to KV) Implosion, Rebuke, Destruction, Bestow Curse
Special Abilities:
Blindness: DC 58 Reflex save: "The gadacro plucks your eyeballs out!" Gadacros claw out your eyes, requiring a CL 41+ Remove Blindness spell to restore sight.
Can be killed with Death Magic, Heartbane and Weird.

Glabrezu


Race: Outsider SR: 80 TR: 73
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi, Fi So Ma, b s a Heals: Co (superior+) Deals: Fi Ne + special Di Chaos Hammer
Misc Imm: Mind Spells Poison Disease Level/Abil Drain Knockdown Death Magic Petrification / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Squeeze: DC 62 Grapple check: The glabrezu grabs you with two of its arms! Freedom of Movement protects versus this attack. Physical damage occurs each round until either you or the Glabrezu die: The glabrezu squeezes you!
Chaos Hammer: Di area attack plus DC 56 Will Save or Dazed: You are dazed by the glabrezu's chaos hammer!
Glabrezus mord on-hit and are vulnerable to Power Word, Kill and Power Word, Stun (see Stillsound). Glabrezus are good targets for Assassins and Rangers.

Superiors and Elites ignore Power Word, Kill unless the caster has GSF and ESF Divination respectively.

Hezrou


Race: Outsider SR: 76 TR: 69
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi, Co El Ma, s f Heals: (none) Deals: Ac Ne + special (Physical)
Misc Imm: Poison Disease Fear Stun Sleep Charm Domination Confuse Daze Death Magic Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Bite: DC 57 Fortitude check to avoid physical damage: The hezrou takes a massive bite out of you!
Stinking Cloud: DC 55 Fortitude check: The nauseating stench emitting from the hezrou weakens you! The attacks lowers damage dealt my PCs. [specifics would be nice, if possible.]
Hezrous are good targets for Assassins and Rangers.

Incubus


Race: (immune to KV) SR: 76 TR: 75
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Ac El & Ma seem effective Heals: (unknown) Deals: Fi Po
Misc Imm: (immune to KV)
Spell Imm: (immune to KV)
Special Abilities:
Fear Gaze: DC 30 Charisma check versus Fear: The incubus' gaze fills you with fear! Item-level immunity is effective protection.
Incubi can be Drowned, Harmed, Imploded & Power Word: Kill-ed and are good targets for Assassins and Rangers.

Jarilith


Race: Outsider SR: 0 TR: 68
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi, Ac Co Ma Ne, b s e f Heals: Po (superior+) Deals: Fi Di
Misc Imm: Poison Disease Level/Abil Drain Knockdown Death Magic / Domination (paragon+)
Spell Imm: Weird, Phantasmal Killer, Implosion, and Drown
Special Abilities:
Knockdown: DC 38 Dexterity Check to avoid Knockdown: The jarilith pounces, bearing you to the ground! Item-based Knockdown Immunity is sufficient protection against this attack.
Jariliths can be Disintegrated and Harmed. They are also good targets for Assassins and Rangers.

Mane


Race: Outsider SR: 70 TR: 66
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi Sl, Co Fi Ma, b Heals: (none) Deals: Ac Ne + special Ac
Misc Imm: Poison Disease Level/Abil Drain / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Weird, Phantasmal Killer, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, and Bigbys Forceful Hand
Special Abilities:
Acid Cloud: Drops a cloud which deals Ac and inflicts Ac vulnerability. It can be gusted.
Trash mob!

Maurezhi


Race: Outsider SR: 74 TR: 71
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl, El Fi Ne Po, p s Heals: (none) Deals: Co Ne
Misc Imm: Mind Spells Poison Disease Paralysis Ability Drain Sneak Attack Death Magic Petrification
Spell Imm: Implosion, Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Poison Death: DC 55 Fortitude Save vs. Poison to avoid instant death: The maurezhi's bite melts your organs and drains the life from your husk!
Maurezhi are vulnerable to Weird, and are good targets for Assassins and Rangers.

Nabassu


Race: Outsider SR: 84 TR: 79
AB: AC: Saves: F / R / W Conceal: (none) KB: Ne (personal)
Takes: Bl Sl, Ac Fi Po, p Heals: (none) Deals: Co Ne
Misc Imm: Poison Disease Paralysis Entangle} Stun Charm Domination Confuse Daze Level/Abil Drain Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Weird, Phantasmal Killer, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Toss: DC 42 Dexterity check to avoid Death: [need flavour text]. Levitation/Sandwalking protects versus this attack: The nabassu snatches you up and drops you, but you glide back to the ground!
Gaze: DC 56 Will check (autofail on 1) to aviod [something]: The nabassu's gaze drains your vitality! Immunity to Level Drain (item based) is sufficient protection versus this attack.
Nabassu can be neutralised with the Fear spell and can be insta-killed with Blistering Radiance (level 5 Cleric spell).

Nalfeshnee


Race: Outsider SR: 84 TR: 81
AB: AC: Saves: F / R / W Conceal: (none) KB: El (personal)
Takes: Pi Sl, Ac Fi Ma, b s Heals: El (superior+) Deals: So Ne
Misc Imm: Poison Disease Paralysis Entangle Stun Sleep Charm Domination Confuse Daze Level/Abil Drain Knockdown Critical Hits Death Magic Petrification
Spell Imm: Harm, Mass Harm, Earthquake, Weird, Phantasmal Killer, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Call Lightning: DC 60 Reflex check versus Electricity: The nalfeshnee calls lightning down on you!
Daze: DC 57 Will check versus Daze: A burst of light from the nalfeshnee dazes you!
Nalfeshnee can be neutralised with the Fear spell.

Quasit


Race: Outsider SR: 70 TR: 70
AB: 120 AC: Saves: F 44 / R / W Conceal: (none) KB: (none)
Takes: Bl, Co Fi Po, p s Heals: (none) Deals: Random Element + Di Ma
Misc Imm: Entangle Level/Abil Drain Knockdown Petrification / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Earthquake, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Ranged Attack: Quasits attack from range, like Spinagons.
Sting: DC 56 Fortitude Check versus Poison. Failure results in a Dexterity decrease: The quasit's sting makes you feel sluggish and uncoordinated!
Quasits are vulnerable to Death Magic and are good targets for Assassins and Rangers.

Rutterkin


Race: Outsider SR: 70 TR: 66
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Sl, El Fi Ma, p Heals: (none) Deals: Co Ne
Misc Imm: Level/Abil Drain Knockdown Death Magic Petrification / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Knockdown: DC 85 Discipline Check to avoid Knockdown: [need flavour text].
Trash mob!

Succubus


Race: (immune to KV) SR: 76 TR: 71
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Ac El & Ma seem effective Heals: possibly Po Deals: Co Po
Misc Imm: (immune to KV)
Spell Imm: (immune to KV)
Special Abilities:
Domination: Cha check DC 30.
Kiss: DC 55 Will Check versus Negative Energy: The succubus' kiss drains your vitality! [against males only?] Item-based Level Drain immunity protects against this attack.
Succubi can be Drowned & Power Word: Kill-ed and are good targets for Assassins and Rangers.

Uridezu


Race: Outsider SR: 70 TR: 69
AB: AC: Saves: F / R / W Conceal: 45% KB: (none)
Takes: Bl Pi Sl, El Fi Ma, a s Heals: (none) Deals: El Ma
Misc Imm: Mind Spells Poison Disease Paralysis Level/Abil Drain Knockdown Petrification / Domination (paragon+)
Spell Imm: Harm, Mass Harm, Disintegrate, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities: Tumble DC: 90 vs. Knockdown
Uridezu can be Drowned and Imploded and are vulnerable to Death Magic. They are also good targets for Assassins and Rangers.

Vrock (Filthy Vrock)


Race: Outsider SR: 70 TR: 68
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Sl, Ac Fi Ne Po, c s Heals: So (superior+) Deals: El Po + special Pi
Misc Imm: Mind Spells Poison Disease Paralysis Entangle Knockdown Death Magic Petrification / Domination (paragon+)
Spell Imm: Earthquake, Implosion, Drown, Disintegrate, Flesh to Stone, Call of Stone, and Cast in Stone
Special Abilities:
Burst of Spines: DC 57 Reflex check to avoid Pi damage: You are injured by a burst of spines from the vrock!
Screech: DC 56 Will check versus Deafness: The vrock's screech deafens you!
Vrocks can be Harmed and are good targets for Assassins and Rangers.

Zovvut


Race: Outsider SR: 0 TR: 70
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi Sl, El Fi Po, b Heals: (none) Deals: Di Ne
Misc Imm: Mind Spells Paralysis Level Drain Death Magic Petrification
Spell Imm: Harm, Mass Harm, Implosion, Disintegrate, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Gaze: Exotic immunity penalty (-10% -- based upon non-paragons): The zovvut's gaze wracks your body with pain!
Zovvut can be Drowned and are good targets for Assassins and Rangers.


From Pit of Moliation:

Dergholoth


Race: Outsider SR: 67 TR: 60
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Pi Sl, Co So Ne Po, b e m Heals: (none) Deals: El Fi Di
Misc Imm: Critical Hits Death Magic
Spell Imm: Word of Faith, Implosion, and Disintegrate
Special Abilities:


Dergholoths are native to the Gray Waste but inhabit Carceri and Gehenna as well. These lesser yugoloths serve as rank-and-file mercenaries in the Blood War.

Dergholoths are treated poorly in yugoloth society. Not nearly as powerful as many of the other types, they receive constant abuse from their betters. This makes the dergholoths mean, which in turn serves the yugoloths well.

Dergholoths make up many of the yugoloth mercenary companies, but despite their stupidity, they are stubborn and difficult to control. They fight only because more powerful yugoloths compel them. They do not understand the Blood War or know of the profits that higher yugoloths make from their fighting.

When not fighting, dergholoths wander the Waste, sometimes in huge, milling groups up to 500 strong. They spend their time either stealing larvae from the night hags or waiting for a fight.

How dergholoths are created is still a mystery. None have ever been properly examined. Some speculate that ultroloths transform erring underlings into dergholoths for a specified time (a millennium, perhaps) as punishment.

Hadean Leech


Race: Vermin SR: 69 TR: 54
AB: AC: Saves: F 52 / R / W 44 Conceal: (none) KB: Ne (personal)
Takes: Bl Pi Sl, Co El Ma Ne, p Heals: (none) Deals: Ac So Di
Misc Imm: Level/Abil Drain Knockdown
Spell Imm: Drown
Special Abilities:
1700 HP. Weird is very effective thanks to the low Will save.

Hadean Leeches are similar to their Prime Material cousins, save that they feed on emotions, slowly draining their victims until all that remains is despair.

Hydroloth


Race: Outsider SR: 69 TR: 60
AB: AC: Saves: F / R / W Conceal: 50 KB: (none)
Takes: Pi Sl, Co So Ne Po, b e d Heals: (none) Deals: Ac Co Di
Misc Imm: Mind Spells Paralysis Freedom Petrification
Spell Imm: Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Bolt attack: Reflex save vs DC 53 You are overcome with exhaustion! [but does it actually do anything?]


Hydroloths are elite fighting forces commonly used in yugoloth ambushes or amphibious attacks. They are squat humanoids with underarm gilding flaps, frog-like faces, and warty skin. They are able to swim the river Styx without losing their memories.

Hydroloths prefer to dwell in water, fire, or lava, but can be found anywhere. The yugoloth community respects them for their role in amphibious and underwater warfare, especially in covert and guerrilla attacks.

Hydroloths use their prestige among their betters to gain power and influence, be it extra wealth or a share of the mortal life forces paid for the job they do. Greater yugoloths have the strength to force the hydroloths' obedience, but they wisely appease these creatures' demands.

Marraenoloth


Race: Outsider SR: 71 TR: 79
AB: AC: Saves: F / R / W Conceal: 55 KB: (none)
Takes: Bl Sl, Co So Ne Po, p e d Heals: (none) Deals: Co Po
Misc Imm: Mind Spells Paralysis Freedom Critical Hits Death Magic Petrification
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Summon allies [need to confirm]


Marraenoloths are the greatest of the lesser yugoloths, and are the boatmen of the Styx for yugoloth forces. They act as a bridge between the crass material power of the lesser yugoloths and the subtle magical and mental power of the greater. They are Yagnoloths that have learned that, despite their noble status in yugoloth society, they're still not truly powerful, and that there are other ways to power than holding land and the power of life and death.

Yagnoloths who learn these lessons gain the rank of marraenoloth. They learn that power can be had in knowledge; in this case, the knowledge of the Styx and its twists and eddies. they learn of the power of material wealth, and about holding others hostage to their whims. They also lean about the honour of holding to a contract. At this point, they begin to understand the politics of yugoloth society. And once they've mastered these lessons, they can transcend to the status of greater yugoloth.

Mezzoloth


Race: Outsider SR: 65 TR: 60
AB: AC: Saves: F / R / W Conceal: 43 KB: (none)
Takes: Bl Pi Sl, Co So Ne, e d m p Heals: (none) Deals: Ac Fi Po
Misc Imm: Mind Spells Death Magic
Spell Imm: Implosion, Disintegrate, Bigbys Crushing Hand, and Bigbys Grasping Hand
Special Abilities:


Mezzoloths, the most common yugoloths of the Lower Planes, are as plentiful as they are lowly and wretched. They look like humanoid insects covered in chitinous plates of a dirty ivory color. They have long, lanky arms and legs, wide, armoured skulls, sharp claws that can cut through most nonmagical substances, and glaring red eyes.

Mezzoloths are the lowest yugoloths, the rank-and-file warriors of the mercenary armies. Higher yugoloths rule over them by might alone. Due to their lack of intelligence, the mezzoloths have accepted their lot. In fact, the abuse they receive makes them more vicious, toughening them for brutal combat.

Mezzoloths have little motivation when not fighting in a mercenary army. They wander the Lower Planes (particularly the Abyss) in search of creatures to torment, especially lemures.

Sages have never ascertained exactly where mezzoloths are formed. They appear to be yugoloth adaptations of some other evil creature. Mezzoloths appear slightly more plentiful in Gehenna than elsewhere; perhaps ultroloths or arcanaloths originally brought them there from some other plane.

Nycaloth


Race: Outsider SR: 70 TR: 76
AB: AC: Saves: F / R / W Conceal: 51 KB: (none)
Takes: Bl Pi, Co So Ne Po, s e m Heals: (none) Deals: El So Po
Misc Imm: Mind Spells Poison Disease Paralysis Freedom Level/Abil Drain Knockdown Critical Hits Death Magic Petrification
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Dexterity-based Knockdown check DC 34 (large area)
One heal potion available for Pickpocket, DC 77.

The least of the greater yugoloths, nycaloths are observers and reporters, reconnoitering the Lower Planes and observing the Blood War.

Nycaloths act in a careful and calculating manner to maximize their personal power and safety. These creatures serve as scouts because they can travel the Lower Planes at will, viewing battles between the baatezu and tanar'ri. They report their findings to the arcanaloths, who use the information in negotiating contracts.

Though powerful, nycaloths endure low status because their information goes to profit others, not themselves. Nycaloths are bitter and jealous of the status of the other greater yugoloths. They scheme constantly to increase their status, often bullying lesser yugoloths to get attention. Sometimes they destroy whole companies of mezzoloths and dergholoths in a fit of rage.

Nycaloths act as elite cavalry in yugoloth armies, swooping down onto enemy flanks and tearing up unsuspecting troops. They pride themselves in their ability to strike without warning, then disappear before the enemy has time to launch a reprisal.

A Nycaloth looks like a big gargoyle with powerful bat-wings and thick, green skin. The head is vaguely canine, with small webbed ears and horns.

Piscoloth


Race: Outsider SR: 66 TR: 74
AB: AC: Saves: F / R / W Conceal: 26 KB: (none)
Takes: Bl Pi Sl, Co So Po, e d m n Heals: (none) Deals: Ac So Di
Misc Imm: Mind Spells Poison Disease Petrification
Spell Imm: Word of Faith, Drown, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Heal aura


Piscoloths are the sergeants and overseers of yugoloth mercenary armies. These creatures hold dictatorial sway over companies of dergholoths and mezzoloths throughout the Lower Planes.

The fish-tailed, walleyed piscoloth has the red, chitinous body of a lobster, the talons of a bird, and the head of a carrion crawler. The piscoloth's arms, though humanoid, end in a set of crab-like pincers.

Piscoloths maintain order (or a semblance thereof) in the armies of the yugoloths - a task akin to passing a planet through the eye of a needle. They have short life spans, having to answer to their easily angered superiors. Nonetheless, piscoloths enjoy their work, for they are cruel, hateful, and bullying.

Piscoloths are among the few yugoloths that cooperate in groups. They are commonly found in groups of five or six, ruling over one or more companies of mezzoloths. They maintain order through destruction of those who do not obey them. Of course, being few at the head of hordes of their own abused underlings, piscoloths become subject to frequent 'friendly fire'.

Yagnoloth


Race: Outsider SR: 64 TR: 61
AB: AC: Saves: F / R / W Conceal: (none) KB: El (personal)
Takes: Bl Pi Sl, Co So Di Po, e m n Heals: (none) Deals: Ac El Di
Misc Imm: Mind Spells Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: DC 38 Strength


Yagnoloths are nobles of the yugoloth society, despised lords of fiefs and all who enter these fiefs. They are large, horrible humanoid creatures with two unequal arms, one man-sized and the other giant-sized. Tehy have scaly red skin, bulky muscles, and horrid heads with wing-like ears. Their facial features, like their personalities, are ugly and alien.

Yagnoloths are princes of sorts. Yugoloth territories are divided into regions, each with a governing yagnoloth. Although yagnoloths command less power than other yugoloths, ultroloths (who determined the regions in the first place) enforce their authority.

Yagnoloths frequently order the execution of higher-status yugoloths, to increase their own already lofty status. Needless to say, all yugoloths other than ultroloths despise the yagnoloths and savagely betray them when feasible. Hated so, yagnoloths cannot gate additional yagnoloths into a battle.

These creatures pay little attention to the rest of yugoloth society. They are greedy and gluttonous, and they abuse their power greatly.

Yagnoloths care little for mercenary issues of the Blood War. Consumers in the purest sense, these creatures live by the labors of their fellows and produce nothing of value. No one knows what inspired the ultroloths to place these creatures in command of the provinces of the Lower Planes. Their merits are well hidden.

One can only speculate on the bizarre cross-mutation involved in the creation of the yagnoloths. Perhaps these creatures have giant'ish blood in them. Or perhaps giants have a bit of yagnoloth'ish blood in them...

From Elysium:

Astral Deva


Race: Outsider SR: 82 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 74% KB: (none)
Takes: Pi Sl, So Ne, b f Heals: (none) Deals: Ac Co Di + So
Misc Imm: Mind Spells Fear Level/Abil Drain Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Bigbys Interposing Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Silence Aura: Spell Immunity: Silence or Immunity: Silence or You are awed into silence in the deva's presence! (no save). [Do both truly work? Or only Immunity: Silence as in Celestial Defiance]
Reprisal: Will Save vs DC 54 or So in a small area: The deva uses Reprisal!.
Astral Devas can be Disintegrated and Imploded. One Potion of Heal available to be pick-pocketed, DC 85 before Curse Song penalties.

Astral devas watch over lesser beings of good alignment and help when they can. In particular, they are patrons of planar travelers and powerful creatures undertaking good causes.

They are tasked with bringing justice to the heart of Evil on the Lower Planes. If commanded by the power they serve, they can enter any layer of any lower plane without passing through the intermediate layers.

Supply and lithe, devas look like beautiful humans with long, feathery wings, golden skin, and amber eyes.

Hound Archon


Race: Outsider SR: 74 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 37% KB: (none)
Takes: Bl Pi Sl, Co Ne, a Heals: (none) Deals: El So Ma
Misc Imm: Level/Abil Drain Death Magic Petrification
Spell Imm: Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Dev Crit, Fort save vs DC 53 or die.
One Potion of Heal available to be pick-pocketed, DC 85 before Curse Song penalties.

Hound archons look like well-muscled humans with canine heads. The seek to defend the innocent and the helpless against evil.

Their broad shoulders and meaty fists mark hound archons as able combatants. Likewise, their strong legs indicate that fleeing enemies won't get very far.

Lantern Archon


Race: Outsider SR: 0 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 65% KB: Fi (personal)
Takes: Pi Sl, Ac Ne, b c Heals: (none) Deals: El Fi Po
Misc Imm: Mind Spells Poison Disease Level/Abil Drain Knockdown Critical Hits Death Magic Petrification
Spell Imm: Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: There are two different Lantern Archons: one mords on-hit, the other breaches on-hit.
Darkness penalty: -50% to all elemental & exotic immunities.

Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it.

Lantern archons are very friendly and usually eager to give what assistance they can. However, their bodies are just gaseous globes, and they are much too weak to render any material aid. When provoked, on the other hand, they can be deadly foes, blasting opponents with rays of focused energy.


Monadic Deva


Race: Outsider SR: 80 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 80% KB: (none)
Takes: Pi Sl, So Ne, b Heals: (none) Deals: Co El Di
Misc Imm: Mind Spells Fear Level/Abil Drain Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Drown, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Bigbys Interposing Hand, Flesh to Stone, Cast in Stone, Call of Stone
Special Abilities: Knockdown versus Strength check, DC 36.
Monadic Devas can be Disintegrated and Imploded. One Potion of Heal available to be pick-pocketed, DC 85 before Curse Song penalties.

By far the most stoic of their kind, monadic devas keep an eye on the Ethereal Plane and the Elemental Planes at the request of their heavenly masters. This assignment has granted them heroic patience and a greater appreciation for balance than found among their counterparts.

The bulk of neutral good devas come from the ranks of the monadics.

Monadic devas have dark brown skin, jet hair, and piercing green eyes.

While astral and movanic devas appreciate battle, monadic devas adore it and view combat as a welcome break from their tedious watch. They prefer to charm any elemental foes, and they move in to harry enemies with powerful blows from their maces.

Movanic Deva


Race: Outsider SR: 83 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 61% KB: Po (personal)
Takes: Pi Sl, So Ne, b f Heals: (none) Deals: El Fi Di
Misc Imm: Mind Spells Fear Level/Abil Drain Knockdown Death Magic Petrification
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Bigbys Interposing Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Knockdown versus Dexterity check, DC 36.
Movanic Devas can be Drowned. One Potion of Heal available to be pick-pocketed, DC 85 before Curse Song penalties.

As the most numerous and weakest of their kind, movanic devas serve proudly as infantry against the hordes of evil. Tasked with serving the needs of the Positive Energy Plane, the Negative Energy Plane, and the Material Plane, some movanic devas consider themselves more worldly than their astral and monadic counterparts, since their travels grant them a better grasp of mortal affairs.

Slender and exceedingly agile, movanic devas have milky white skin and silvery hair and eyes. When at peace among mortals, they prefer to take the form of a humanoid or animal.

Planetar


Race: Outsider SR: 84 TR: (unknown)
AB: AC: Saves: F / R / W Conceal: 83% KB: (none)
Takes: Pi Sl, So Ne, b f Heals: (none) Deals: Co El Di
Misc Imm: Death Magic Level/Abil Drain Fear Freedom Knockdown Mind Spells Paralysis Petrification
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Bigbys Interposing Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:
Spell Failure Aura: All PC spells inside the massive green aura fail.
Summons Allies: Summons 3-4 Devas once Badly Wounded; these can be Banished or Dismissed.
One Potion of Heal available to be pick-pocketed, DC 85 before Curse Song penalties. Ne immunity is often buffed over 100% by Deathless Priestesses, making So the best damage type to deal against Planetars.

Planetars serve as mighty generals of celestial armies. They also help powerful mortals on missions of good, particularly those that involve battles with fiends.

Planetars resemble massively muscular humans with smooth emerald skin, white-feathered wings, and hairless heads.

From Hell:

Abishai (Chosen of Tiamat)


Race: Outsider SR: 70 TR: 68
AB: 115 AC: ? Saves: F 51 / R 48 / W 53 Conceal: (none) KB: (none)
Takes: Pi Sl, Di (see notes), b Heals: (see notes) (superior+) Deals: Ma (see notes)
Misc Imm: Death Magic Mind Spells
Spell Imm: Harm, and Mass Harm
Special Abilities: Inflicts vulnerability to chosen element on hit
There are actually 5 different types of Abishai; the only difference between them is their color and elemental weakness. These are the basic footsoldiers of the hells and pose little threat to parties. Black Abishai deal and can be healed by Ac, and are vulnerable to Co Fi and s. Blue Abishai deal and can be healed by El, and are vulnerable to Ac Co and s. Green Abishai deal and can be healed by Ac, and are vulnerable to Co El and f. Red Abishai deal and can be healed by Fi, and are vulnerable to Ac Co and s. White Abishai deal and can be healed by Co, and are vulnerable to El Fi and s.

Paragon Abishai inflict greater vulnerabilities to their chosen element on hit. Further they are weaponmasters and have huge critical threat ranges, allowing Elite Abishai to make short work of near any tank.
Abishai are one of the least forms of baatezu. They are the footsoldiers in the eternal Blood War between demon and devil, and are not particularly bright compared to most other devils.

Advespa (Swarm Master)


Race: Outsider SR: 90 TR: 62 (Vermin)
AB: 118 AC: ? Saves: F 54 / R 51 / W 57 Conceal: (none) KB: (none)
Takes: Bl Sl, Ac Fi Ne, p s Heals: Co (superior+) Deals: Co El Di
Misc Imm: Critical Hits Level/Abil Drain Knockdown Petrification / Charm Confuse Domination Fear (paragon+)
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Dexterity Check: DC 36 vs KD, Lowers Fortitude Save
Lacks Death Magic or Mind Spells immunities so can be easily killed using Wail or Weird. Good target to dominate, be careful around party KB creatures on layers below Tiamat however.

Swarm Masters have a chance of depositing eggs in their opponents. This is an on-hit Reflex save vs. Disease DC 65 and produces the text 'The swarm master plants something in your chest' if you fail. If this happens and do not get a caster level 41 or higher Remove Disease cast on you, then next time you transition (including return from resting in the parallel dimension) they will hatch. This kills you and produces three new Advespas, each of which may be a Paragon depending on the demi count.
Advespas are female, wasplike devils that patrol the skies above the infernal planes. They are often found under the command of more powerful baatezu. An advespa appears as a huge heavy-bodied wasp with a female face. It has small, antennalike horns, protruding humanoid features, dripping mandibles, a chitinous hide, and a pair of dark, resilient, insect wings. Its lower abdomen terminates in a barbed poisonous stinger, which may be brought up over the creature's head in the manner of a scorpion's tail.

Barbazu (Barbazu Razor)


Race: Outsider SR: 76 TR: 69
AB: 117 AC: ? Saves: F 52 / R 50 / W 54 Conceal: (none) KB: (none)
Takes: Bl Pi, Co So Di, e Heals: Ac (superior+) Deals: Ac Fi Ma
Misc Imm: Death Magic Mind Spells
Spell Imm: (none) / Bigbys Crushing Hand, Bigbys Grasping Hand, and Bigbys Forceful Hand (paragon+)
Special Abilities: (none)
Lesser minions of the hells, Barbazu are rarely a threat to parties, and can easily be stoned, imploded or drowned to clear the map quicker.

Bearded devils, also called barbazu, are lesser devils, and serve as shock troops in the armies of the Hells, spearheading attacks by masses of lemures. Between wars, they find employment as guards and sentinels for more powerful devils. Every bearded devil carries a saw toothed glaive.

Cornugon (Cornugon Taskmaster)


Race: Outsider SR: 84 TR: 79
AB: 118 AC: ? Saves: F 54 / R 52 / W 56 Conceal: (none) KB: (none)
Takes: Pi Sl, Ac Co Ne, b e Heals: El (superior+) Deals: Fi So Ma
Misc Imm: Death Magic Mind Spells Petrification / Critical Hits (paragon+)
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Strength Check: DC 40 vs Stun. Breach on hit. Fortitude Save DC 55 vs. Festering Wound (The cornugon's spear has left a festering wound!).
Common on every layer, Cornugons pose little threat unless you lack breach immunity

Cornugon Taskmasters inflict exotic vulnerabilities and are immune to Critical Hits.
One of the highest-ranking levels of baatezu in all Baator, Cornugons have ascended through the ranks of Hell by means of countless generations of infighting, backstabbing and deception. They do not appear particularly intelligent, but are in fact extremely intelligent, and often rely on their deceptive appearance in their schemes. They serve as an elite defence force for the Hells.

Erinyes (Erinyes Vitiarch)


Race: Outsider SR: 76 TR: 71
AB: 117 AC: ? Saves: F 50 / R 52 / W 54 Conceal: 60% KB: (none)
Takes: Bl Sl, Fi So Di, p a Heals: Co (superior+) Deals: Co El Ma
Misc Imm: Death Magic Mind Spells
Spell Imm: Bigbys Forceful Hand / Bigbys Crushing Hand, Bigbys Grasping Hand, and Bigbys Interposing Hand (paragon+)
Special Abilities: Dexterity Check: DC 32 vs Domination
Any danger posed by the Erinyes' Domination ability can easily be removed through use of petrification spells or instant death spells such as Implode or Drown.

Erinyes are a caste of baatezu of middling powers. They are usually promoted from Kocrachons who have proved their mastery over both pleasure and suffering. Erinyes are given unusual freedom in entering the Material Plane, as they are the primary tempters of mortal souls. They use every means at their disposal to convince mortals to love law and evil and hate chaos and good, corrupting both individuals and entire societies.

Rumor in the underworld tells that the first Erinyes were angels who fell from their lefty heights because of some temptation or misdeed. Now the skies of the Nine Hells are littered with their descendants. Erinyes serve as scouts, servants and even concubines for powerful devils. Unlike other devils, erinyes appear attractive to humans, resembling very comely women or men. They're not above taking advantage of being mistaken for the celestials that legend says they once were.

Gelugon (Gelidarch)


Race: Outsider SR: 84 TR: 81
AB: 118 AC: ? Saves: F ? / R ? / W ? Conceal: ? KB: Ma (personal)
Takes: Pi Sl, Ac Fi Di, b e Heals: Co (superior+) Deals: Co El Ma
Misc Imm: Death Magic Mind Spells Petrification / Critical Hits (paragon+)
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Strength Check: DC 28 vs Domination
 ?

Creatures dedicated to icy perfection, the gelugons, or ice devils, are among the eldest and most powerful baatezu, second only the pit fiends. Gelugons make up the vast majority of the population of Cania, the eighth layer of Baator. They serve almost exclusively as troop commanders. When found without their soldiers and minions, they display a savage brutality.

After serving without any errors for 1001 years, a gelugon is eligible for transformation to pit fiend status. To do this, they must remain in the Pit of Flame for 1001 days.

Hell Hound (Cereberean Hound)


Race: Outsider SR: 0 TR: N/A (Animal)
AB: 117 AC: ? Saves: F 51 / R 49 / W 51 Conceal: (none) KB: (none)
Takes: Bl Pi, Co So Po, a Heals: El (superior+) Deals: El Fi Ne
Misc Imm: (none) / Charm Confuse Domination Fear (paragon+)
Spell Imm: Harm, and Mass Harm
Special Abilities: (none)
Mere dogs, lacking any significant forms of defense.

Paragon Hell Hounds inflict Fire vulnerability
Hell hounds are aggressive, fire-breathing canines of Baator. Specimens are frequently brought to the Prime Material Plane to serve evil beings, and many have established indigenous breeding populations. Hell hounds are efficient hunters. A favourite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their fiery breath. If the prey doesn't run, the pack closes in. Hell hounds track fleeing prey relentlessly.

Imp (Hellion)


Race: Outsider SR: 70 TR: 66
AB: 117 AC: ? Saves: F 49 / R 50 / W 51 Conceal: 50% KB: (none)
Takes: Bl Sl, Co El Ma, s Heals: Ac (superior+) Deals: Ac Fi Ne
Misc Imm: (none) / Death Magic Domination Fear (paragon+)
Spell Imm: Harm, and Mass Harm
Special Abilities: Fortitude/Poison Save DC 60 vs Paralyze (poison immunity does NOT cover this)
Near harmless creatures, pose little threat to most players and can easily be removed by any instant death spell.

Paragon Imps cast the Prismatic Spray spell (DC 60 vs Will, SP 73). Taunt's (Lowers AC) at DC 102 vs Discipline.
An imp is a type of minor devilkin, often assigned to wizards as familiars. Their job is to corrupt (or keep corrupted) their masters so that they end up as petitioners in the Baator

Kocrachon (Infestiarch)


Race: Outsider SR: 74 TR: 61 (Vermin)
AB: 115 AC: ? Saves: F 50 / R 52 / W 55 Conceal: 60% KB: (none)
Takes: Pi, Fi So Po, b s c Heals: Ne (superior+) Deals: Ac El Ma
Misc Imm: Critical Hits Death Magic Mind Spells
Spell Imm: Implosion, and Disintegrate / Drown (paragon+)
Special Abilities: Heals it's nearby allies.
Kocrachons, although fairly harmless, do heal their allies and so can slow down a run if not removed from spawns quickly. They can easily stoned or drown by a druid.

Kocrachons are diabolic torturers. When the damned are sent to hell to face torment, it is often the insectoid kocrachons that perform the sick and terrible duties-and they relish the task. These devils are likely to be found in terrible hellish citadels, working for some greater baatezu. Dispater alone employs more than a thousand kocrachons in Dis. They are quite adept at wielding scalpels and other terrible instruments of torture. In addition to performing the duties of torture within the Baatorian ranks, they also perform "upgrades" to their fellow fiends and oft perform surgery to heal them as well.

Lemure (Foul Lemure)


Race: Outsider SR: 70 TR: 68
AB: 115 AC: ? Saves: F 50 / R 48 / W 52 Conceal: (none) KB: (none)
Takes: Pi Sl, El So Di, b c Heals: Ac (superior+) Deals: Ac Fi Po
Misc Imm: Death Magic Mind Spells / Knockdown (paragon+)
Spell Imm: (none)
Special Abilities: (none)
Not very threatening, these exist to be imploded or drowned.

Paragon Lemures are dangerous opponents. Foul Lemures have a special Daze attack which causes you to wretch for 1 round. Woe betide those who underestimate Elite Foul Lemures, who can keep a party occupied single-handedly.
The least of the hordes of the baatezu, lemures are used as ballista-fodder for the Blood War. They are pathetic creatures that mainly serve as slaves and conscripted troops for more powerful baatezu. Lemures are mindless and cannot communicate, but they are sensitive to telepathic messages from other devils, typically obeying a devil's mental commands.
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