Bestiary: Pit of Moliation

From HGWiki

Jump to: navigation, search

Contents

Yugoloths

Arcanaloth


Race: Outsider SR: 68 TR: 86
AB: AC: Saves: F / R / W Conceal: 82 KB: (none)
Takes: Bl Pi, Co So Ne Po , s e d m Heals: (none) Deals: El Ma + Spells
Misc Imm: Mind Spells Paralysis Freedom Level/Abil Drain 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 (Nycaloths and Canoloth), even while knocked down. Spells. Concentration DC 50 vs. Knockdown: The arcanaloth's telekinetic slam knocks you down!
Arcanoloths are powerful casters which spawn with an active Spell Mantle. This needs to be morded or breached away before affecting them with spells. Bigby's Forceful Hand is effective at knocking them down, and preventing them from casting, however it does not stop them from summoning allies.

Spell arsenal includes Bigby's Crushing, Grasping, Interposing Hand, Disintegrate, Greater Dispelling, Horrid Wilting, Incendiary Cloud, Meteor Swarm, Negative Energy Burst, Weird.

One heal potion available for Pickpocket, DC 77.

Effectively unturnable due to the high TR value.

Arcanaloths are greater yugoloths, second only to the mighty ultroloths. They are tasked with keeping records and executing contracts for the yugoloths. They negotiate all bargains with baatezu and tanar'ri and play the two sides in the eternal Blood War against each other with practiced ease. They openly discuss one side's offers with its enemy in hopes of raising the stakes. Their role in the Blood War, while critical to the balance, is not played out of racial pride, whatever the overarching goals of their ultraloth masters may be, but out of greed and desire for personal power and riches.

An arcanaloth looks like a robed human with the head of a fanged jackal or war dog. Arcanaloths usually snarl and wear expressions of hatred. However, they keep themselves well groomed and richly dressed. As the diplomats of their race, arcanaloths can speak and write all languages.

Baernaloth


Race: Outsider SR: 65 TR: 88
AB: AC: Saves: F / R / W Conceal: 44 KB: Di
Takes: Pi Sl, Co So Ne Po , b e d m Heals: (none) Deals: Ac So Di
Misc Imm: Mind Spells Poison Disease Level/Abil Drain Knockdown Critical Hits 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: Inflict vulnerabilities
Baernaloth + Death of the Body/Soul is a nasty combination of monsters.

Effectively unturnable due to the high TR value.

Great Thunderclaps can be very effective at quickly reducing the HPs of these creatures.

Legend has it that the baernaloths preceded all the other kinds of yugoloth. Some even go so far as to suggest that the baernaloths created the rest of the race, and now look upon it like fond but cruel fathers looking over their children. It's not much of a secret that the ultroloths occasionally seek out baernaloths for advice and private discussions. Maybe the ultroloths are looking for extra power, or just some guidance on how the armies of the yugoloths should be managed - no one really knows, and there's no way to find out. Since all knowledge from the baernaloths filters down only through the ultroloths, it's possible that the faceless fiends twist it to their own ends.

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 armored 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.

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.

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! sleep effect


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 [Hydroloths] Fear gaze DC?
Can be stunned but not killed with turning due to the high TR value.

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 honor 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, armored 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 knockdown


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 giantish blood in them. Or perhaps giants have a bit of yagnoloth'ish blood in them...

Meenlocks

Meenlock Biter


Race: Aberration SR: 67 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 50 KB: (none)
Takes: Bl Pi Sl, Fi So Di Ne, m Heals: (none) Deals: Co El Ne
Misc Imm: Fear Death Magic
Spell Imm: Implosion, Drown, and Horrid Wilting
Special Abilities:
Meenlock are instantly killed by Sunburst on a failed save.

Meenlocks are a small, malevolent underground race that delights in killing others and turning them into meenlocks. They lair in deep, dark, sealed, vertical underground shafts. Meenlocks very rarely leave their lairs and will immediately attack any creature foolish enough to enter therein. They attack with their claws, attempting to paralyze their foes. Paralyzed creatures are bound, and cast aside for the transformation into a meenlock. The exact process of that transformation is a mystery, but it is rumored to be excruciatingly painful.

Meenlock Gouger


Race: Aberration SR: 67 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 50 KB: (none)
Takes: Bl Pi Sl, El Fi Di Ma, n Heals: (none) Deals: Ac Co Ne
Misc Imm: Fear Death Magic
Spell Imm: Implosion, Drown, and Horrid Wilting
Special Abilities:
Meenlock are instantly killed by Sunburst on a failed save.

Meenlocks are a small, malevolent underground race that delights in killing others and turning them into meenlocks. They lair in deep, dark, sealed, vertical underground shafts. Meenlocks very rarely leave their lairs and will immediately attack any creature foolish enough to enter therein. They attack with their claws, attempting to paralyze their foes. Paralyzed creatures are bound, and cast aside for the transformation into a meenlock. The exact process of that transformation is a mystery, but it is rumored to be excruciatingly painful.

Meenlock Hater


Race: Aberration SR: 67 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 32 KB: (none)
Takes: Bl Pi Sl, Ac Co Di Po, m Heals: (none) Deals: Co So Ne
Misc Imm: Fear Death Magic
Spell Imm: Implosion, Drown, and Horrid Wilting
Special Abilities:
Meenlock are instantly killed by Sunburst on a failed save.

Meenlocks are a small, malevolent underground race that delights in killing others and turning them into meenlocks. They lair in deep, dark, sealed, vertical underground shafts. Meenlocks very rarely leave their lairs and will immediately attack any creature foolish enough to enter therein. They attack with their claws, attempting to paralyze their foes. Paralyzed creatures are bound, and cast aside for the transformation into a meenlock. The exact process of that transformation is a mystery, but it is rumored to be excruciatingly painful.

Meenlock Spitter


Race: Aberration SR: 67 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 29 KB: (none)
Takes: Bl Pi Sl, Ac So Di Po, n Heals: (none) Deals: Co So Ne
Misc Imm: Fear Death Magic
Spell Imm: Implosion, Drown, and Horrid Wilting
Special Abilities: Ranged weapons, on-hit: Mords
Meenlock are instantly killed by Sunburst on a failed save.

Meenlocks are a small, malevolent underground race that delights in killing others and turning them into meenlocks. They lair in deep, dark, sealed, vertical underground shafts. Meenlocks very rarely leave their lairs and will immediately attack any creature foolish enough to enter therein. They attack with their claws, attempting to paralyze their foes. Paralyzed creatures are bound, and cast aside for the transformation into a meenlock. The exact process of that transformation is a mystery, but it is rumored to be excruciatingly painful.

Aberrations

Black Moliator


Race: Aberration SR: 68 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 31 KB: (none)
Takes: Bl Pi Sl, Co So Di Po, m Heals: (none) Deals: (unknown) + Spells
Misc Imm: Fear Charm Domination Confuse Level Drain Death Magic
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, and Disintegrate
Special Abilities: Buffs: Aid, Battletide, Energy Immunity: Sonic and Spell Resistance. Spell arsenal includes Destruction, Heal, Implosion, Mass Restoration and Word of Faith.


Meenlocks are wretched, twisted, and vile creatures, without a doubt. They are not, however, particularly bright, communicating through a limited telepathy. Some tasks require more than rudiementary intelligence, however, and the yugoloths prefer to create, enslave, summon, or pay to have someone labor for them. To that end, they took the meenlocks and twisted them, imbuing in them a malign sentience to match their feral cunning. Thus, the moliators were born. They serve as overseers of operations in the Pit, and act as liasons between the yugoloths and the meenlocks.

Black moliators serve as overseers and clerks, tallying each drop of energy and suffering channeled from the poor souls imprisoned in the Pit. They channel divine energy, serving as priests of the meenlocks in a rudimentary faith directed at the worship of Mydianchlarus, the Oinoloth, who rules from the Tower of Khin-Oin, on the first layer of the Gray Wastes. The yugoloths, who have no deity to call their own, see this worship as entirely befitting of a slave race and channel the power of the Siege Malicious to sustain the faith of the moliators, granting them a twisted mockery of clerical power.

Grey Moliator


Race: Aberration SR: 65 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl, Ac El Ma Ne, p Heals: (none) Deals: Co So Di
Misc Imm: Mind Spells Death Magic
Spell Imm: Harm, Mass Harm, Word of Faith, Drown, Disintegrate, Bigbys Crushing Hand, and Bigbys Grasping Hand
Special Abilities:


Meenlocks are wretched, twisted, and vile creatures, without a doubt. They are not, however, particularly bright, communicating through a limited telepathy. Some tasks require more than rudiementary intelligence, however, and the yugoloths prefer to create, enslave, summon, or pay to have someone labor for them. To that end, they took the meenlocks and twisted them, imbuing in them a malign sentience to match their feral cunning. Thus, the moliators were born. They serve as overseers of operations in the Pit, and act as liasons between the yugoloths and the meenlocks.

Grey moliators serve as grunt labor for tasks requiring great strength, where even an army of meenlocks are too small and weak, or tasks requiring a little more finesse than a meenlock is capable of - like moving portions of portals or pain collectors.

Red Moliator


Race: Aberration SR: 65 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl, Co So Di Ne, p Heals: (none) Deals: Ac Fi Ma
Misc Imm: Mind Spells Ability Drain
Spell Imm: Implosion, Drown, and Disintegrate
Special Abilities: Daze DC:52 fortitude check


Meenlocks are wretched, twisted, and vile creatures, without a doubt. They are not, however, particularly bright, communicating through a limited telepathy. Some tasks require more than rudiementary intelligence, however, and the yugoloths prefer to create, enslave, summon, or pay to have someone labor for them. To that end, they took the meenlocks and twisted them, imbuing in them a malign sentience to match their feral cunning. Thus, the moliators were born. They serve as overseers of operations in the Pit, and act as liasons between the yugoloths and the meenlocks.

Red moliators are bred to hunt. They lead parties of meenlocks out on larger hunting expeditions to capture fresh prey for the Pit.

Constructs

Book Of Pain


Race: Construct SR: 68 TR: 52
AB: AC: Saves: F / R / W Conceal: 60 KB: (none)
Takes: (unknown) but Fi works once their Fire Immunity is stripped Heals: (none) Deals: Co So Ma
Misc Imm: Mind Spells Poison Disease Level/Abil Drain Knockdown Critical Hits Death Magic Petrification
Spell Imm: (unknown)
Special Abilities: Spell arsenal includes Greater Dispelling, Horrid Wilting, Isaac's Greater Missile Swarm, Mordenkainen's Disjunction. Buffs include Energy Immunity Fire and something called "Suppressible Aura". [what does this do?]
Books of Pain are immune to KV.

The yugoloths are masters at inflicting physical torment, drawing out the torture of a victim far past the point when they would have succumbed to death at the hands of a mortal torturer. They actually use this pain as a type of energy, binding it magically and using it to power portals, for example. One such twisted use is the binding of the energy into a magical construct, in this case a book.

Yugoloths have a special contempt for books. Despite being consumate negotiators and contract drafters, they have no need for books or scrolls. All the contracts of the Blood War are scribed not on parchment, but on the souls of petitioners, locked away for all time in the great library of the yugoloths under the Tower of the Arcanaloths on the first layer of Gehenna. Furthermore, they revile one book in particular, the Book of Keeping, a tome that identifies many yugoloths and gives instructions for their summoning and binding.

As a result, when they come across books, they frequently bind them with harvested elemental energies, animating them to attack their foes, out of some perverse desire to gain a measure of control over books, rather than the other way 'round.

Plutonean Golem


Race: Construct SR: 69 TR: 52
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl, Ac El Ne Po, m Heals: (none) Deals: Co Fi Di
Misc Imm: Mind Spells Poison Disease Level/Abil Drain Knockdown Critical Hits Death Magic Petrification
Spell Imm: Harm, Mass Harm, Disintegrate, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: STR check DC: 36 vs. Knockdown: The golem slams you, knocking you to the ground!


Pluton, the third gloom of Hades, is a layer of dying willows, shriveled olive trees, and night-black populars. It is a realm where no one wants to be and no one can remember why they came. The gates to the Underworld can be found on this gloom, as well as the base of Mount Olympus. Somewhere between those two landmarks lie the massive quarries of Pluton, where plutonean stone, a rock similar to obsidian but much less brittle, is carved out and put to various uses. One such use is the creation of golems like this one, imbued with the very essence of hopelessness.

Elementals

Death of the Body


Race: Elemental SR: 66 TR: 56
AB: AC: Saves: F / R / W Conceal: 56 KB: El Ne (area-wide)
Takes: Do Not Hit
Bl Pi Sl, Ac Fi Ne Po, m
Heals: (none) Deals: Co El Ne
Misc Imm: Mind Spells Paralysis Freedom Knockdown Level Drain Death Magic Petrification
Spell Imm: Harm, Mass Harm, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, Call of Stone, and Bigbys Clenched Fist
Special Abilities: Inflicts vulnerabilities. death aura Fortitude Save DC53 "Your body fails in the presence of the Death of the Body!"
Good target for Greater Ruin.

The yugoloths are masters at inflicting physical torment, drawing out the torture of a victim far past the point when they would have succumbed to death at the hands of a mortal torturer. They actually use this pain as a type of energy, binding it magically and using it to power portals, for example. One such twisted use is the binding of the energy into a magical, golemlike form. What results is not a construct, however, but something much more twisted - probably the most apt way of describing it would be a pain elemental. For that, is what these beings excel at, seeming to crave nothing so much as to inflict their misery on others. Born of pain, it is all they know of how to interact with the world around them.

Death of the Soul


Race: Elemental SR: 67 TR: 57
AB: AC: Saves: F / R / W Conceal: 20 KB: Co Po (area-wide)
Takes: Do Not Hit
Bl Pi Sl, Fi So Ma Po, n
Heals: (none) Deals: Ac Co Po
Misc Imm: Mind Spells Poison Disease Paralysis Freedom Knockdown Level/Abil Drain Critical Hits Death Magic Petrification
Spell Imm: Harm, Mass Harm, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Flesh to Stone, Cast in Stone, Call of Stone, and Bigbys Clenched Fist
Special Abilities:
Good target for Greater Ruin.

The yugoloths are masters of misery, inflicting untold torments upon the souls of mortals, giving them a taste of the utter despair of the Gray Wastes they hail from. They leech love, passion, curiosity, humor, and caring, leaving only the blackness of despair. While this is normal state of being for a yugoloth, mortal souls cannot long withstand such emptiness, and eventually crumble to nothingness. The yugoloths harvest this despair as a type of energy, and even trade it as currency, as they might the larval petitioners of the Gray Wastes - for such mortal dispair is considered among them one of the finest delicacies. One use of this despair is the binding of it into a magical, golemlike form. What results is not a construct, however, but something much more twisted - probably the most apt way of describing it would be a despair elemental. To know the touch of one is to know utter hopelessness.

Magical Beasts

Ember Wisp


Race: Magical Beast SR: 68 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: 60 KB: (none)
Takes: Bl Pi Sl, So Di Po, n Heals: Co Deals: El Fi Ma
Misc Imm: Mind Spells Paralysis Freedom Petrification
Spell Imm: Harm, Mass Harm, Implosion, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: On-hit: Breach


Ember wisps are rumored to be distant cousins of the will-o'-wisp, but there is little evidence to support such claims. They do bear a superficial resemblance, but they emit a chilling blackness, instead of light. Also unlike their 'cousins', they seem to relish combat, and the suffering it engenders.

Ooze

Creeping Despair


Race: Ooze SR: 0 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl, Co Fi Ne Po, d Heals: (none) Deals: Co So Ma
Misc Imm: Mind Spells Poison Disease Paralysis Freedom Critical Hits Death Magic Petrification
Spell Imm: Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities:


The Gray Waste of Hades is infamous for the diseases that plague its inhabitants. The plane is evil incarnate, and the diseases that run rampant there are as twisted and vile as one would expect. They are magically spawned by the Master of Khin-Oin, the Wasting Tower, an ultroloth yugoloth who claims the title of Oinoloth. Seated atop the artifact-throne known as the Siege Malicious, he rules over the first layer of Hades, Oinos. The throne disfigures him, causing his skin to slough off, but it also grants enormous power, including the power to create and modify the diseases rampant in the layer, and the ability to spread them at will. The creeping despair is just one of many such abominable plagues.

Wasting Sickness


Race: Ooze SR: 0 TR: Unturnable
AB: AC: Saves: F / R / W Conceal: (none) KB: (none)
Takes: Bl Pi Sl, Fi So Ma Ne, d Heals: (none) Deals: Ac Co Ne
Misc Imm: Mind Spells Poison Disease Paralysis Critical Hits Death Magic Petrification
Spell Imm: Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Unknown aura


The Gray Waste of Hades is infamous for the diseases that plague its inhabitants. The plane is evil incarnate, and the diseases that run rampant there are as twisted and vile as one would expect. They are magically spawned by the Master of Khin-Oin, the Wasting Tower, an ultroloth yugoloth who claims the title of Oinoloth. Seated atop the artifact-throne known as the Siege Malicious, he rules over the first layer of Hades, Oinos. The throne disfigures him, causing his skin to slough off, but it also grants enormous power, including the power to create and modify the diseases rampant in the layer, and the ability to spread them at will. The wasting sickness is just one of many such abominable plagues.

Plants

Moliation Vine


Race: Plant SR: 68 TR: 59
AB: AC: Saves: F / R / W Conceal: (none) KB: Ne (personal)
Takes: Bl Pi Sl, Ac Co Ma Po, d Heals: (none) Deals: El So Ne
Misc Imm: Mind Spells 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: Reflex save DC 51 against impregnation: "The Moliation Vine digs into your flesh, planting spores!"
Spores planted in a character hatch after the next transition, killing the character and spawning several new Moliation Vine. Remove Disease (minimum caster level 41) removes spores

The assassin vine is a semimobile plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. The moliation vine is a variant of the assassin vine, specially bred by meenlocks to aid in the process that transforms captured creatures into meenlocks. Instead of killing those it captures, the vine tortures them, leeching away their sanity and any good or charity in them, and filling them with hatred and the desire to inflict pain.

Vermin

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.
Personal tools