Revised Yugoloths

Lord of Bones

Well-Known Member
#1
The yugoloths as presented in the Monster Manuals were disappointing, to say the least. As the fiendish paragons of NE, you'd think they'd be on par with the baatezu and tanar'ri instead of having the greatest of their number a CR 13 monster.

I decided to revise the greater yugoloths appropriately. The material here is based off the ultroloth's 2e stats and its 3e counterpart.


ULTROLOTH (CR 20)

This faceless humanoidÆs only discernible characteristics are its malevolent fire-opal eyes. Its slender frame is shrouded in a great cloak, revealing only its dark gray hands. Though it seems to be ignoring you, you have the uncanny feeling that it is quietly assessing you.

Always NE Medium Outsider (evil, extraplanar, yugoloth)
Init +14; Senses Listen +30, Search +30, Spot +30; darkvision 60ft, see in darkness
Aura evil; Languages Abyssal, Draconic, Common, Infernal, Yugoloth; telepathy 100 ft
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AC 45 (+4 deflection, +9 profane, +10 Dex, +12 natural); touch 33, flat-footed 35
hp 207 (18d8 plus 126), fast healing 3; DR 15/good and silver
Immune acid, mind-affecting effects, poison
Resist cold 10, electricity 10, fire 10; SR 32
Fort +31, Ref +34, Will +33
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Speed 30 ft
Melee +3 unholy longsword +25/+20/+15/+10 (1d8 + 7 plus 2d6 vs good/19-20/x2) or
Ranged ray +28
Space 5 ft; Reach 5 ft
Base Atk +18; Grp +22;
Atk Options Corrupt Spell-like Ability (acid storm), Quicken Spell-like Ability (ray of exhaustion), Violate Spell-like Ability (scorching ray)
Special Actions deceive, fascination, summon yugoloth
Spell-like Abilities (+22 melee touch, +28 ranged touch; CL 18th)
Always active û detect chaos, detect good, detect evil, detect law, detect magic, detect poison, detect scrying, detect thoughts, discern lies, pass without trace, true seeing;
At will û air walk, animate dead, animate objects, alter self, binding (DC 27), blasphemy (DC 27), blur, call lightning storm (DC 24), control winds, deeper darkness, desecrate, dispel good (DC 24), energy drain (DC 28), fear (DC 23), greater dispel magic, greater scrying (DC 26), greater teleport (self plus 50 pounds of objects), passwall, nondetection, ray of enfeeblement, ray of exhaustion (DC 22), scorching ray, shout (DC 23), solid fog, unhallow, unholy blight (DC 23), wall of fire;
3/day û acid storm* (DC 27), feeblemind (DC 24), geas/quest, mass suggestion (DC 25), prismatic spray (DC 26), symbol of death (DC 27), symbol of fear (DC 25), symbol of insanity (DC 27), symbol of pain (DC 24), symbol of persuasion, symbol of stunning (DC 26), symbol of weakness (DC 26);
*as fire storm, but acid.
1/day û dominate monster (DC 28), finger of death (DC 26), horrid wilting (DC 27)
Combat Gear +3 unholy longsword
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Abilities Str 18, Dex 30, Con 24, Int 29, Wis 29, Cha 29
SQ profane grace
Feats Ability Focus (Deceive), Combat Expertise, Corrupt Spell-like Ability (acid storm), Dark Speech (B), Improved Initiative, Negotiator, Quicken Spell-like Ability (ray of exhaustion), Violate Spell-like Ability (scorching ray)
Skills Balance +16, Bluff +30, Concentration +28, Decipher Script +22, Diplomacy +36, Disguise +24 (+26 acting), Gather Information +24, Hide +24, Intimidate +32, Jump +6, Knowledge (arcana) +30, Knowledge (nature) +11, Knowledge (local) +19, Knowledge (the planes) +30, Knowledge (religion) +30, Listen +30, Move Silently +25, Search +30, Sense Motive +29, Spellcraft +30 (+32 scrolls), Spot +30, Survival +14 (+16 tracking and extraplanar), Tumble +24, Use Magic Device +30 (+35 scrolls)
Advancement 19-36 HD (Large), 36-64 HD (Huge)
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Aura of Evil (Su) An ultroloth is the dreadful shape of raw evil given form, and is shrouded with an unholy aura. The malignant presence of an ultroloth also inflicts all enemies within 20ft of it with a -4 penalty to saving throws.

Deceive (Su) When an ultroloth desires, it can allow itself to be seen as a person whom its victim loves and respects. When this effect is active, the victim suffers a 30% miss chance against the ultroloth, and additionally suffers a -6 penalty to Armor Class against all attacks made by the ultroloth. The ultroloth can deceive one person per point of its Charisma modifier (usually +9). A Will save (DC 30) negates the effect. This is a mind-affecting effect.

Fascination (Su) Anyone who meets the gaze of an ultroloth must make a Will save (DC 28) or be fascinated by the fiendÆs multihued gaze, suffering the effects of a hold monster spell.

Profane Grace (Ex) Ultroloths typically have enormous presence, shrewdness, and force of will, qualities that often overshadow the most powerful enchantments. Ultroloths are immune to all mind-affecting effects. In addition, they receive their Charisma modifier as a profane bonus to their Armor Class and saving throws.

Summon Yugoloth (Sp) Twice per day, an ultroloth can automatically summon 1d6 lesser yugoloths or one nycaloth. This ability is the equivalent of a 9th level spell.

Skills Ultroloths have a +8 racial bonus to Bluff, Diplomacy and Intimidate checks.
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Ultroloths are the masterminds of the Blood War, and the leaders of the yugoloth race.

ULTROLOTH LORE

Characters with ranks in Knowledge (the planes) can learn more about ultroloths. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC
28 û This yugoloth is an ultroloth, one of the leaders of that fiendish race. An ultroloth can stop a creature in its tracks with but a glance.
33 û Ultroloths have a vast array of spell-like abilities which they use to harry their enemies. They are resistant to magic, but good-aligned silver weapons can pierce their hides.
38 û An ultrolothÆs enormous force of will manifests as a potent defense against blade and spell. It can sow discord by appearing as a victimÆs loved one or a cherished figure.

STRATEGIES AND TACTICS

An ultroloth often uses its greater scrying ability to study its enemies long before revealing itself. Ultroloths prefer sowing discord among their foes and turning them against one another; revelling in psychological warfare. If an ultroloth is discovered, it immediately attempts to stay at range from behind walls of summoned fiends while hassling enemies with its potent spell-like abilities. Ultroloths, as a rule of thumb, disdain melee combat.

ECOLOGY

Ultroloths are solitary creatures, although two or more of the creatures can often be found collaborating on deadly plans. Some observe the Blood War the way chess grandmasters see their boards, while others scheme from within dark citadels and bastions. Cruel, intelligent and patient, ultroloths plan for the long-term.
Environment: Ultroloths are commonly considered to be native to the Bleak Eternity of Gehenna, where they watch and manipulate the Blood War. They can be found in almost any Lower Plane, but a substantial number serve the reclusive ultroloth prince Mydianchlarus, the new Oinoloth, in Khin-Oin, Oinos. Many dwell in the Crawling City, and others pay homage to the many lords of their race, including Bubonix and Diptherius. A few still serve Anthraxus the Decayed, altraloth and former Oinoloth, and even the gods fear what he may do or what he may yet become.

In truth, the ultroloths, like most of their kind, are native to the Gray Waste of Hades. Like viruses, they spread from the Waste to infect the Lower Planes with their cold, faceless evil, to the point where they've inserted themselves into Gehenna like a contagion.
Physical Characteristics: Physically, an ultroloth is a very tall, slender humanoid with an elongated head lacking any sort of facial characteristic, save for a pair of fire-opal eyes. An ultroloth is generally clad in a somber cloak or robe and moves with a silent, patient grace. A typical ultroloth stands at 7 feet and weighs 190 pounds.
Alignment: Ultroloths are lords among the yugoloths; evil tempered by a perfect balance of law and chaos. They are always neutral evil.

TYPICAL TREASURE

Ultroloths almost always wield magical weaponry of some sort and have a manifested preference for longswords and polearms. Ultroloth weapons tend to have unique properties; no two ultroloths have the same weapon. Some ultroloths wield unique weapons of near-artifact power. Apart from weaponry, ultroloths favour rings and wondrous items which improve their already potent defenses, improve their combat abilities or expand their repertoire of combat options. With their expertise in Use Magic Device, ultroloths can read scrolls and employ magical items with ease. Ultroloths have double standard treasure for their Challenge Rating.
 

Alzrius

Well-Known Member
#2
I'm somewhat rusty at deconstructing 3.5 stat blocks (as I've migrated to Pathfinder), but this looks like a very good job of putting ultroloths at the level they deserve.

A few points of errata:

The ultroloth's flat-footed AC should be 35, not 16 - it only loses its +10 Dex bonus, but nothing else, when flat-footed.

I'd set its spell resistance at 31 instead of 32; the usual metric is CR + 11.

For its languages entry, there is no "yugoloth" language. It should also have"telepathy 100 ft." there (thanks to its yugoloth subtype).

You don't need to list the critical multiplier (x2) in its attacks line - if it's just a standard x2 multiplier, it's left off, as that information is assumed unless otherwise written.

Also, check out Dungeon magazine #149, in the adventure "Enemies of my Enemy," to see properly advanced arcanaloths (CR 17).
 

Lord of Bones

Well-Known Member
#3
Yeah, a lot of those were copy-paste errors I forgot to resolve.

I reverse-engineered the SR from the pit fiend, which has a SR of 32. Given its CR of 20, the metric seems to be 12 + CR.

Putting Yugoloth as a language was intentional. They're 'loths, the original race of fiends; why wouldn't they have their own language?

As for the arcanaloths, I have that issue. However, I intend to put them at CR 18-19, so they have wizard casting equal to their Hit Dice (16). Given their nature as record-keepers, scribes and counselors to the ultroloths; a more scholastic approach to magic fits them better.
 

Lord of Bones

Well-Known Member
#4
ARCANALOTH (CR 18)

Wreathed in elaborate wizardÆs robes, this fox-headed humanoid studies you with a disinterested eye. The creatureÆs fur is well-groomed and its smile is polite, but you sense an almost palpable menace surrounding it.

Always NE Medium Outsider (evil, extraplanar, yugoloth)
Init +7; Senses Listen +18, Search +27, Spot +27; darkvision 60ft
Languages Abyssal, Draconic, Common, Infernal, Yugoloth; telepathy 100ft
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AC 38 (+3 deflection, +6 armor, +7 Dex, +12 natural); touch 20, flat-footed 31
hp 184 (16d8 plus 112); DR 15/magic and silver
Immune acid, mind-affecting effects, poison
Resist cold 10, electricity 10, fire 10;
Fort +17, Ref +17, Will +18
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Speed 30 ft; fly 60 ft (good)
Base Atk +16; Grp +19;
Melee 2 claws +19/+14/+9 (1d4 + 3 plus poison [Fort DC 25])
Space 5 ft; Reach 5 ft
Special Actions gift of the Tower Arcane, summon yugoloth
Spell-like Abilities (CL 16th)
Always active û comprehend languages, greater arcane sight, true seeing;
At will û alter self, chill metal (DC 20), deeper darkness, fear (DC 22), greater dispel magic, greater teleport (self plus 50 pounds of objects), heat metal (DC 20), invisibility, magic missile, mirage arcana (DC 23), telekinesis, warp wood;
1/day û shapechange (humanoid and monstrous humanoid forms only)
Wizard Spells Prepared (CL 16th; +19 melee touch, +23 ranged touch)
8th û avascular mass (DC 26), twinned enervation, quickened greater mirror image;
7th û finger of death (DC 25), mass hold person (DC 25), empowered nightÆs caress (DC 23), spell turning;
6th û acid fog, fleshshiver (DC 24), mass suggestion (DC 24), mislead (DC 24), storm of fire and ice (DC 24);
5th û feeblemind (DC 23), fire and brimstone (DC 23), mind fog (DC 23), quickened nerveskitter, maximized scorching ray;
4th û celerity, evardÆs black tentacles, mystic surge, scrying (DC 22), slashing dispel, wall of force;
3rd û anticipate teleportation (already cast), lightning bolt (DC 21), greater mage armor (already cast), haste, ray of exhaustion (DC 21), repelling shield;
2nd û arcane turmoil (DC 20), blur, crystalline memories (DC 20), kelgoreÆs grave mist, resist energy, web;
1st û disguise self, ectoplasmic armor, lesser orb of acid, nystulÆs magic aura, ray of enfeeblement, unseen servant;
Cantrips û amanuensis, arcane mark, message, presdigitation
Combat Gear metamagic rod of chaining, metamagic rod of maximizing, wand of spectral hand (25 charges), scrolls of stoneskin and foresight
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Abilities Str 16, Dex 24, Con 24, Int 27, Wis 26, Cha 26
SQ dark magic, lore +26, swift magus
Feats Dark Speech (B), Empower Spell, Maximize Spell, Quicken Spell, Repeat Spell, Scribe Scroll, Twin Spell
Skills Appraise +10 (scrolls), Bluff +27, Concentration +26, Craft (calligraphy) +17, Decipher Script +27, Diplomacy +31, Forgery +27, Intimidate +29, Knowledge (arcana) +35, Knowledge (history) +22, Knowledge (religion) +22, Knowledge (the planes) +27, Listen +18, Profession (scribe) +18, Search +27, Sense Motive +27, Spellcraft +37 (+39 scrolls), Spot +27, Survival +12 (tracking and extraplanar), Use Magic Device +27 (+31 scrolls)
Advancement by character class; Favored Class wizard
Possessions combat gear plus ring of enduring arcana, ring of protection +3
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Dark Magic (Su) Arcanaloths are masters of the arcane. They prepare and cast spells as a wizard of their level. They do not pay the cost of [corrupt] spells, and they add spells from the Corruption and Evil domains to their spell list.

Flight (Su) An arcanaloth is constantly under the effects of a fly spell. If dispelled, the ability is only suppressed for 1d4 rounds.

Gift of the Tower Arcane (Ex) Arcanaloths maintain a potent link to the Tower Arcane on Gehenna; where the collected lore and history of the Lower Planes is maintained. Three times per day, an arcanaloth may draw upon its link to the Tower to grant one of the following benefits:
Arcane Enhancement: +1 to the DC of the next spell it casts.
Arcane Prowess: +2 to the caster level check of its next spell.
Arcane Recall: Recall an expended spell or fill an expended spell slot with any spell in its spell list.

Poison (Ex) Injury, Fort DC 25, initial damage 1d6 Str damage, secondary 1d6 Str drain. Save DC is Constitution-based.

Summon Yugoloth (Sp) Once per day an arcanaloth may automatically summon 1d4 lesser yugoloths or a nycaloth. This is the equivalent of an 8th level spell.

Swift Magus (Ex) Arcanaloths are particularly adept at spellcasting. Once every 1d4 rounds, an arcanaloth can cast any spell it has prepared as a free action, as though it was a quickened spell.

Skills Arcanaloths have a +8 racial bonus to Knowledge (arcana) and Spellcraft checks.
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Arcanaloths are the scribes and record-keepers of the yugoloths. They are among the mightiest spellcasters of the fiendish races.

ARCANALOTH LORE

Characters with ranks in Knowledge (the planes) can learn more about arcanaloth. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC
26 û This yugoloth is an arcanaloth, the fiendish wizards of the Lower Planes. Their claws deal a debilitating poison.
31 û Arcanaloths are potent wizards, and even the least of that race boasts an impressive mastery of magic.
36 û Arcanaloths have a link to the Tower Arcane on Gehenna, which allows a certain amount of extra firepower and flexibility.

STRATEGIES AND TACTICS

Arcanaloth tactics depend on the individual. Being potent spellcasters, arcanaloths will generally stack the odds in their favour before battle; making good use of divination spells to scout out their enemies before engaging them. They keep themselves at range, using greater dispel magic to bring down enemy defenses before casting spells such as finger of death to end combat quickly. Much like mortal wizards, an arcanalothÆs spell selection depends on the individual fiend.

ECOLOGY

Arcanaloths are quiet, patient schemers renowned for their potent intellects. They serve as counsellors and advisors to the ultroloths
Environment: Arcanaloths dwell in the Bleak Eternity of Gehenna. The single largest repository of fiendish lore and history, the Tower Arcane, towers over the lava rivers of Chamada, and this dread realm is the seat of the arcanalothsÆ power. While the yugoloths view deities with a degree of antipathy, arcanaloths are sometimes seen in the realms of the evil powers of magic native to Gehenna, notably Mellifleur and Velsharoon, where they discuss dark magics with the liches and evil mages there.
Physical Characteristics: A typical arcanaloth stands at about 6 feet and weighs around 150 pounds. They have the faces of war dogs or foxes, and their fur can be of any shade of brown, black or silver.
Alignment: Arcanaloths play both baatezu and tanarÆri against one another in all sorts of ædiplomaticÆ negotiations. They are always Neutral Evil.

TYPICAL TREASURE

Arcanaloths prize magical equipment which aid or enhance their already potent spellcasting capabilities, protective raiment, scrolls and spellbooks containing rare spells and particularly useful magical trinkets. As befitting powerful spellcasters, arcanaloths often carry potent staves or rods, and their robes are generally magical. The sample arcanaloth is free to be outfitted with the appropriate magical items. Arcanaloths have double standard treasure for their Challenge Rating.

An arcanalothÆs spellbook contains spells focused on disabling or otherwise outright removing foes from the battlefield, although the fiends are well-aware of the uses of war magic as well.
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There was a revised arcanaloth writeup in Dungeon 143 (18 HD, 12th sorc casting), but I felt it didn't really capture the feel of the arcanaloth. I did borrow Swift Magus (or adapted it, rather) from it, though.
 

Lord of Bones

Well-Known Member
#5
Alzrius, since you play Pathfinder, would you mind looking over this?

Death spells in Pathfinder disappointed me. While I do understand that death magic is a hit-or-miss thing and has the potential to really mess up a campaign, the fact remains that the nerfing of Finger of Death to "save or take lots of damage" goes against the idea of a death effect.

I was however, surprised by suffocation and mass suffocation in the APG. Here were actual death spells, which negated the need for finger of death. I've decided to revise the core death magic, keeping in line with the mechanics introduced with suffocate.

FINGER OF DEATH
Necromancy [death]
Level: Drd 8, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 3 rounds; see text
Saving Throw: Fortitude partial, see text
Spell Resistance: Yes

As you complete the final utterance of the spell, you point at your victim. A ghastly radiance sweeps over your hand, turning it almost skeletal. Over your victim, you see a skeletal hand reach into its chest before vanishing; leaving your foe looking drained of vitality.

You lash out at any one target within range with a burst of negative energy, leeching away its life force before killing it. The target can attempt a Fortitude saving throw to resist the effect, in which case he is simply dealt 3d6 + 1 negative energy damage per caster level. If the target fails his save, he is immediately dealt 1d6 points of Constitution damage on the first round. On the second round, he suffers another 2d6 Constitution damage. On the third round, he dies. A successful greater dispel magic ends the spell prematurely.

Each round, the victim may attempt to stave off the damage by making a Fortitude save to resist that round's effects. The spell continues for three round regardless of any successful saving throws.

Against creatures immune to ability score damage but not death effects, the spell simply forces its victim to save or die. If the target is immune to death effects but not ability score damage, then he or she simply needs to save against the Constitution damage.

If affected by the Thanatopic Spell metamagic feat and cast against a creature with no Constitution score, finger of death deals Charisma damage as it assaults the bonds that hold the creature together.

Special: Spellcasters specialized in the school of necromancy, such as a dread necromancer or specialist wizard necromancer, deal an extra die step of damage (i.e. d6 to d8).

WAIL OF THE BANSHEE
Necromancy [death, sonic]
Level: Death 9, Repose 9, Sor/Wiz 9, Witch 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One living creature/level in a 40 ft radius spread; see text
Duration: 1 round/level
Saving Throw: Fortitude partial, see text
Spell Resistance: Yes

You throw your head back and utter a ghastly wailing shriek. Your victim, and those closest to him, reels back and starts to whiten as the spell saps at their vitality.

You lets loose with a horrific scream that tears at your victims' lifeforce. This spell is functionally identical to finger of death, except for the following additional effects.

First, the duration is much longer, forcing the victim to make more saves to stave off death - the spell continues until the victim saves against all effects successfully or until the victims die. Secondly, living creatures within a 100 ft burst of the original victim are plagued with impending doom, suffering a -4 luck penalty to attacks, checks and saves.
 

Alzrius

Well-Known Member
#6
First, apologies for needing so long to get back to you; a lot of things happened, and I was unable to sit down to compose a proper response before now.

Secondly, before I start nitpicking some details I want to say that overall, I like your versions of these spells much better than the official versions. I too much prefer "save or die" for high-level spells, rather than "save-or-take-a-lot-of-damage."

Now, in regards to finger of death, I found this part...

The target can attempt a Fortitude saving throw to resist the effect, in which case he is simply dealt 3d6 + 1 negative energy damage per caster level. If the target fails his save, he is immediately dealt 1d6 points of Constitution damage on the first round. On the second round, he suffers another 2d6 Constitution damage. On the third round, he dies.

Each round, the victim may attempt to stave off the damage by making a Fortitude save to resist that round's effects. The spell continues for three round regardless of any successful saving throws.
...to be slightly confusing.

So the target makes three saving throws against this spell - no matter what - and each successful save deals 3d6 + 1 per caster level damage? So it's potentially 9d6 + 3/caster level damage if all three saves are successful?

If that's the case, and it lasts for three rounds regardless of any success or failure on the saving throws, then the duration entry needs to be changed to "3 rounds," so it's easier to denote that this continuing damage can be dispelled, etc.

Also, this part...

Against creatures immune to ability score damage but not death effects, the spell simply forces its victim to save or die. If the target is immune to death effects but not ability score damage, then he or she simply needs to save against the Constitution damage.
...seems wonky to me. I understand what you're trying to denote here, but it's causing some odd issues where the spell is more effective if the target is resistant to part of it (e.g. immunity to ability score damage causes you to die right now, rather than in 2 rounds). Moreover, if you're immune to death effects, you should probably be immune to the entire spell.

In all honesty, I'd eliminate the quoted paragraph above.

In regards to these sections...

If affected by the Thanatopic Spell metamagic feat and cast against a creature with no Constitution score, finger of death deals Charisma damage as it assaults the bonds that hold the creature together.

Special: Spellcasters specialized in the school of necromancy, such as a dread necromancer or specialist wizard necromancer, deal an extra die step of damage (i.e. d6 to d8).
...I quite enjoyed them (though I do think that the "Special" header should be before the second-to-last, rather than the last, paragraph). There need to be more corner-cases like this that make spells have a special effect.

Wail of the Banshee also has a few minor issues. The second-to-last word of the flavor text should be "their," not "his."

In regards to the enhanced duration of 1 round per caster level, it's unclear how the damage would progress, since the spell works like finger of death. If it does 1d6 Con damage on the first round, 2d6 Con damage on the second round, and then death on the third round (all with 1d6 + 1 per caster level damage on a successful save), what happens on subsequent rounds?
 

Lord of Bones

Well-Known Member
#7
Thanks! I'll started on the changes to the spells in a bit.

I do have another question though; regarding the 'loths. The 'loth promotion hierarchy goes from mezzo (can be demoted to cano and sklero) -> dergho -> psico -> hydro -> yagno -> nyca -> arcana -> ultro; but where do the gacholoths, marraenoloths and the 3.5e yugoloths fit in?

I'm also considering doing stats for the aspects of the prominent yugoloth lords, such as Mydianchlarus, Anthraxus, the General of Gehenna and so on.

EDIT: I have the gacholoth pegged at around 9 HD, with the marraenoloth at 11 (if lesser in rank than the yagnoloths) or 14 (if greater).
 

Alzrius

Well-Known Member
#8
I can't cite where exactly, but I do remember those questions coming up in 2E.

From what I can recall, though my memory of them is murky, the marraenoloths are somewhere around the end of the lesser yugoloth chain, either before or after yagnoloths I think. There's a section in, if I recall correctly, Faces of Evil: The Fiends that talks about it more.

Gacholoths, which were originally created for an adventure in Dungeon magazine in 2E, weren't covered very well. I think that they were shoehorned in as being similar to canoloths and guardian yugoloths: creatures the yugoloths created to deal with summons.

I could be wrong, though.
 

Lord of Bones

Well-Known Member
#9
Hmmm...all I got was that gacholoths are the skirmishers and terrorists of the Blood War. I'll dig up Faces of Evil and see what I can find.

I thought canoloths were demoted mezzoloths? At least, those that screwed up less than the skleroloths. Then I've got to figure out where the voor, corruptor of fate and battleloth fit in; although I prefer to think the former two are actually discarded experiments by a heretical sect of ultroloths in an effort to emulate the baern.
 

Alzrius

Well-Known Member
#10
I don't think anyone has tried to take the new yugoloths from 3.X in with the 2E yugoloth hierarchy (the designers couldn't even be bothered to give them proper yugoloth names, for instance). Fitting them in would likely be an exercise in creativity.

You're probably right about the gacholoth (and possibly the canoloth too); as I said, my memory of where they fit is fuzzy by over a decade.
 

Lord of Bones

Well-Known Member
#11
True.

Tentatively I've got the marraenoloth pegged at 14 HD, the nycaloth at 15 HD (but CR 16) and the yagnoloth at 13 HD.

And I've got some ideas with the yugoloth lords. Their aspects will be following a more epic-ified BoVD/Demonicon format.

Tentatively;

The General of Gehenna - 40 HD.
Mydianchlarus - 38 HD.
Anthraxus - 37 HD.

I do intend for Anthraxus to be a bit more of a powerhouse than Mydianchlarus, who makes up for his physical deficiency with his list of secrets and spell-like abilities. The General's a bit harder though; he's the first ultroloth but there's very little on him to expand on. Maybe something on how he has some innate abilities derived from his association with the Heart of Darkness.

As for Mydianchlarus, I intend to portray him as being older than Anthraxus; a collector and archivist of lost and forgotten secrets.

These are aspects though; I'm a firm believer in not actually assigning stats to the powers.
 

Alzrius

Well-Known Member
#12
Statting up arch-fiends is always a contentious practice - it brings you into the cusp of that old "should creatures this powerful even have stats?" argument (for what it's worth, I think the answer to that question is "yes").

I agree that you're going to be flying very blind in regards to the General of Gehenna. Other than that 3.X mention of his Crawling City, there's virtually nothing substantial on him beyond his stature as the first ultroloth and the Heart of Darkness (unless you want to reference the Maeldur et Kavurik, from Hellbound: The Blood War).

I'm honestly not sure what degree of power Mydianchlarus should have. While he is the Oinoloth, his personal power is fairly limited, as I understand it. Other than the effects of sitting on the Siege Malicious, I doubt that he's that much more powerful than your average ultroloth.

For Anthraxus, you may want to use <a href='http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/daemons/daemon-the-oinodaemon' target='_blank' rel='nofollow'>these stats</a>, though it's putting him at considerably greater power than you're looking for. Given that this entry has him titled as "The Oinodaemon," you could say that this represents him at the height of his power, before he lost his position to Mydianchlarus.

Do you intend to stat up any of the other unique yugoloth lords (e.g. the altraloths), such as Bubonix, Xengahra, Taba, etc.?
 

Lord of Bones

Well-Known Member
#13
Mydianchlarus is a tough one; in 2e he was implied to be pretty powerful. He's called an ultroloth prince, which does imply a fair degree of personal power. I intend to make him a more cerebral fiend than Anthraxus, given that he broke the altraloth's will just by whispering in his ear. He's going to be physically unimpressive as far as archfiends go, but I intend to expand on the secret he used to break Anthraxus' will.

That Anthraxus looks to be a more up-to-date version of the Enworld conversion. I have my own ideas about the former Oinoloth, though.

The other altraloths...well, Xenghara would have powers in mockery of a solar's plus a Lynkhab-esque despair aura, and Taba would be the ultimate infiltrator.
 

Lord of Bones

Well-Known Member
#14
MARRAENOLOTH (CR 15)

Standing in the skiff is a tall, skeletal figure wrapped in a hooded robe. The creature seems almost undead; its skeletal hands gripping a sturdy staff. It looks up as you come closer, revealing a reddish glow in its eyes. A hand stretches out, and a raspy voice asks ôDestination?ö

Always NE Medium Outsider (evil, extraplanar, yugoloth)
Init +12; Senses Listen +13, Search +13, Spot +15; darkvision 60ft
Languages Abyssal, Common, Infernal, Yugoloth; telepathy 100ft
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AC 34 (+7 Dex, +17 natural); touch 17, flat-footed 28
hp 119 (14d8 plus 56); DR 10/good;
Immune acid, fire, poison; Styx immunity
Resist cold 10, electricity 10; SR 26
Fort +13, Ref +16, Will +14
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Speed 30 ft;
Base Atk +14; Grp +16;
Melee quarterstaff +18/+13/+8 (1d8 + 4 plus stun [Fort DC 20])
Space 5 ft; Reach 5 ft
Atk Options stun (Fort DC 20)
Special Actions animate Styx, fear gaze, planeshift, summon yugoloth
Spell-like Abilities (+16 melee, +21 ranged; CL 14th)
At will û alter self, animate dead, bestow curse (DC 19), charm person (DC 16), contagion (DC 19), control water, deeper darkness, greater teleport (self and boat plus 50 pounds of objects), ice storm, invisibility, poison (DC 19), produce flame, quench, telekinesis, thalassemia (DC 19);
3/day û otilukeÆs freezing sphere (DC 21), power word blind, power word stun;
1/day û drown (DC 21)
Combat Gear +2 large quarterstaff
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Abilities Str 15, Dex 24, Con 18, Int 20, Wis 20, Cha 20
SQ hive mind
Feats Combat Reflexes, Dark Speech (B), Improved Initiative, Sea Legs, Skill Focus (Profession [boatman]), Quicken Spell-like Ability (greater teleport)
Skills Appraise +22, Balance +13, Bluff +22, Diplomacy +24, Intimidate +23, Knowledge (arcana) +22, Knowledge (the planes) +22, Listen +13, Move Silently +13, Profession (boatman) +33, Search +13, Sense Motive +15, Spellcraft +24, Spot +15, Survival +22 (+24 extraplanar), Swim +19, Tumble +9
Advancement 15 û 30HD (Medium), 31 û 45HD (Large)
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Animate Styx (Su) Once per day, a marraenoloth can command the waters of the Styx to animate within a radius of 60 ft for up to 11 rounds. The water takes the form of a writhing tendril and has an attack bonus of +19. Anyone struck by the water must make a Will save (DC 20) or be feebleminded.

Fear Gaze (Su) A marraenolothÆs eyes glow red when angry. Any creature within 60ft that meets the fiendÆs gaze must make a Will save (DC 22) or succumb to a fear spell as cast by an 14th level caster.

Fire Immunity (Ex) A marraenoloth is unique among other yugoloth castes in that it is immune to fire.

Hive Mind (Ex) A marraenoloth is instantaneously aware whenever another of its kind is cheated, harmed or slain. It is also aware of the identities of the perpetrators; if those characters were to attempt to influence another marraenoloth, they suffer a -10 penalty to all Charisma-based checks to influence the creature and must pay twice the usual price to summon one. In addition, a marraenoloth has a 15% higher chance than normal to betray its passengers.

Planeshift (Su) A marraenoloth can planeshift itself and passengers aboard its skiff to any sizeable body of water on the Planes, such as a river or lake. A marraenoloth is also fully capable of traversing the Astral Plane and the boundaries of the Prime Material Plane as well. They can actually enter the Prime Material, too, but they must leave their skiffs behind. A marraenoloth without a vessel is lost and useless, so they are naturally reluctant to venture far from their crafts. Occasionally they are summoned or sent to the Prime, anyway, to transport some being to or from the Lower Planes (using a special planeshift ability that works for this task only). Those in the skiff are protected from all environmental hazards, be they the lava flows of Gehenna or the soul-sucking despair of the Waste.

Stun (Ex) Those struck by a marraenolothÆs staff must make a Fort save (DC 22) or be stunned for one round. Marraenoloths take no penalty for wielding oversized staves.

Summon Yugoloth (Sp) Twice per day a marraenoloth can attempt to summon 1d4 psicoloths, 1d4 gacholoths or one hydroloth with a 50% chance of success, or another marraenoloth with a 20% chance of success.

Skills Marraenoloths have a +8 racial bonus to Profession (boatman). They never get lost on the Styx.
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Marraenoloths are the ferrymen of the River Styx.

MARRAENOLOTH LORE

Characters with ranks in Knowledge (the planes) can learn more about marraenoloths. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC
24 û This yugoloth is a marraenoloth, a ferryman of the River Styx. Their skiffs can travel to any plane for the right price.
29 û Marraenoloths are not good fighters, but they have a repertoire of spell-like abilities to buy time to flee to safety. They are always aware when one of their caste is betrayed.
34 û Marraenoloths can animate the Styx itself to fight for them.

STRATEGIES AND TACTICS

Marraenoloths are the boatmen of the River Styx, and function almost exclusively in that capacity. They are not suited for combat û something recognized by other fiendish lords û and use their spell-like abilities and gaze to keep foes at bay before fleeing. All marraenoloths have the ability to call upon the aid of Charon, the fearsome altraloth lord of the Styx, but the powerÆs price for this aid is so steep that almost all marraenoloths would rather risk death.

ECOLOGY

Marraenoloths are the ferrymen and boatmen of the River Styx. They are the promoted forms of the yagnaloths, abandoning their fiefs to have their minds and spirits bound to the River itself.
Environment: Marraenoloths are bound to the River Styx. They are native to the planes where the Styx flows, though they usually hail from the Gray Waste.
Physical Characteristics: Marraenoloths are skeletally thin, almost cadaverous humanoids. Their faces are skull-like with prominent fangs, and their eyes generally glow yellow or red. They always carry their staves, which thy guard with a jealous zeal, and they wear flowing gray robes and cloaks. A typical marraenoloth is about 6 feet tall and weighs around 200 pounds.
Alignment: Even the most neutral marraenoloth has a taste for betrayal unless bribed. They are always Neutral Evil.

TYPICAL TREASURE

Marraenoloths usually keep treasure in the form of payment for their services, including gold, gems, jewelry and magical items; although almost never in their skiffs. They usually only hold on to gems and coins; other treasure is usually kept in a stash known only to the marraenoloth itself. They have half standard treasure for their Challenge Rating on their persons; but twice standard treasure in their stashes, assuming someone is lucky enough to stumble onto it.

SUMMONING A MARRAENOLOTH

Summoning a marraenoloth generally involves placing a magical item of some value (usually 500 gp), a bag of platinum coins worth 100pp or precious gems or gold worth around 1000 gp on the edge of the Styx and then casting a Conjuration [calling], Conjuration [summoning] or blasphemy spell. A marraenoloth usually arrives within 2d4 rounds of the casting.

The fiend demands payment before boarding û usually the reagents used to call it. Even if a marraenoloth is paid (as opposed to being sent by a higher evil force), there is still a 15% chance that the creature will betray the passenger, either by delivering him to the incorrect destination or plane (85% chance) or by leading the summoner into an ambush (15% chance). The chance can be lowered by 5% for every 500 gp extra the marraenolothÆs tribute is increased, or by the appropriate Diplomacy check (as decided by the DM).

CHARON

Charon û or Cerlic, as he is sometimes called û is the mightiest of the marraenoloths. A power in his own right, Charon is actually an altraloth, created when the marraenoloths appealed to the night hags for aid against the Apomps-spurred gehreleths, for they were unable to afford the exorbitant fees demanded by their ultroloth masters. In exchange for free passage throughout the Styx, the hags reformed one of the skeletal fiends into the altraloth known as Charon.

The altraloth was able to put a stop to the gehreleth attacks so absolutely that the marraenoloths were never bothered again, though how he did this is a secret even to the ultroloths, save perhaps the General of Gehenna and Mydianchlarus. Charon, of godlike might himself, now ferries the souls of the dead for Hades of Pluton for a yet-unknown price. He commands the absolute loyalty of the marraenoloths, and is served by several of the most powerful ones; unique marraenoloths called the charonoloths (although the name itself is used synonymously with marraenoloth).

Charon appears as a tall specimen of his race wreathed in black robes. The absolute master of the Styx; he is of the most respected and feared beings on the Lower Planes.
 

Lord of Bones

Well-Known Member
#15
I'm doing the preliminary stats for Mydianchlarus; so far his ability scores are Str 27, Dex 38, Con 32, Int 45, Wis 44, Cha 37 with 38 HD. I'm just wondering if I should give him innate wizard or archivist casting, as I intend to expand on the secret that drove Anthraxus from Khin-Oin and make it an ability of his.

Of cours, if this goes well, I might start work on the unstatted - and statted - demon lords. I have my eye on Lynkhab as an advanced succubus with beguiler casting, and Alzrius (pun unintended) as a demonic manifestation of fire.
 

Alzrius

Well-Known Member
#16
Lord of Bones said:
I'm doing the preliminary stats for Mydianchlarus; so far his ability scores are Str 27, Dex 38, Con 32, Int 45, Wis 44, Cha 37 with 38 HD. I'm just wondering if I should give him innate wizard or archivist casting, as I intend to expand on the secret that drove Anthraxus from Khin-Oin and make it an ability of his.
In terms of practical effects, being able to cast divine instead of arcane spells will lend themselves more to buffing, utility, and healing spells. Note that these can be very strong is he primarily lays buffs and defenses on himself. However, arcane spellcasting allows for better offensive spells, along with strong utility selection and some not terrible buffing options.

Lord of Bones said:
Of cours, if this goes well, I might start work on the unstatted - and statted - demon lords. I have my eye on Lynkhab as an advanced succubus with beguiler casting, and Alzrius (pun unintended) as a demonic manifestation of fire.
It's always fun when someone gets where my name is from. :D
 

Lord of Bones

Well-Known Member
#17
Design notes: Archfiend and divine avatars and aspects get one feat per two HD in addition to any bonus feats they get from class levels, if any. Ability scores increase by a blanket +2 per four HD over the base creature, before ability score increases as a result from levels, size increases and inherent bonuses are applied.

I tend to treat statistics for archfiends and gods as approximations of how their avatars or aspects would look like. The Anthraxus presented below, in my view, is a manifestation of the real Anthraxus's will when forced to deal with powerful emissaries, divine minions, aspects of his fellow archfiends and so on. Greater and lesser aspects certainly exist as well.


ANTHRAXUS THE DECAYED (CR 41)

Clad in a rotting gray robe and cape, his horrific creature towers over you like a plague-ridden giant. The fiendÆs skin and flesh are similarly pallid, but what frightens you the most is its face. Almost like the head of a horribly scarred, diseased ram with curling horns, you recoil as you realize the horns are threaded with flesh and black iron wires, and the horrible yellow eyes are nuggets of gold. The creatureÆs face had been sculpted, you realize, for even as that horrible voice sears itself into your mind the creatureÆs maw does not move.

NE Large Outsider (evil, extraplanar, yugoloth)
Init +18; Senses Listen +55, Search +57, Spot +55; see in darkness
Aura rot; Languages Abyssal, Celestial, Draconic, Common, Infernal, Yugoloth; telepathy 380 ft
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AC 81 (-1 size, +4 deflection, +14 Dex, +16 profane, +39 natural); touch 43, flat-footed 67
hp 912 (38d8 plus 608), regeneration 16; DR 30/epic, good and silver
Immune ability damage, ability drain, acid, energy drain, exhaustion, mind-affecting effects, poison, polymorph effects
Resist cold 30, electricity 30, fire 30; SR 52
Fort +55, Ref +53, Will +53
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Speed 40 ft
Melee staff of the lower planes +59/+54/+49/+44 (3d6 + 30 plus 3d6 vs good and one negative level/20/x2 plus 6d6 vs good and 2 negative levels) or
Melee 2 slams +52 (2d8 + 15 and disease [Fort DC 46]) and
Melee touch +47 (3d6 drain)
Space 10 ft; Reach 10 ft
Base Atk +53; Grp +72;
Atk Options Arcane Strike, Awesome Blow, Improved Bull Rush, Power Attack; breath of contagion (cloud of gas, 38d6 acid damage [half vile] and 2 random diseases), disease (slam)
Special Actions call yugoloth, fascination (DC 46 or be held)
Spell-like Abilities (+53 melee touch, +52 ranged touch; CL 38th)
Always active û detect chaos, detect good, detect evil, detect law, detect magic, detect poison, detect scrying, detect thoughts, discern lies, true seeing, unholy aura;
At will û acid storm (DC 36), acid fog, astral projection, befoul, blasphemy (DC 36), chain lightning (DC 34), contagion (DC 32), curse of the putrid husk (DC 31), deeper darkness, desecrate, despoil (DC 37), dispel good (DC 32), energy drain (DC 36), fear (DC 31), flesh ripper, fly, greater dispel magic, greater scrying (DC 34), greater teleport (self plus 50 pounds of objects), mass inflict moderate wounds (DC 34), ravage (DC 35), ray of enfeeblement, ray of exhaustion (DC 30), rotting curse of ur-festra (DC 31), unhallow, wall of deadly chains (DC 32), wall of fire, wither limb (DC 30), wretched blight (DC 35);
6/day û chain of sorrow (DC 35), geas/quest, mass suggestion (DC 33), symbol of death (DC 35), symbol of fear (DC 33), symbol of insanity (DC 35), symbol of pain (DC 32), symbol of stunning (DC 34), symbol of weakness (DC 34), wrack (DC 32);
3/day û bestow greater curse (DC 36), death by thorns (DC 35), eternity of torture (DC 37), imprison soul (DC 35), mass harm (DC 37), pox (DC 35);
1/day û pestilence (DC 38)
Typical Necromancer Spells Prepared (CL 38th; +53 melee touch, +52 ranged touch)
16th û heightened avascular mass (DC 45), chained heightened gutwrench (DC 42), intensified tainted horrid wilting (DC 37);
15th û chained maximized blackfire (DC 37), chained empowered repeating orb of acid (DC 30), intensified polar ray;
14th û quickened violated maw of chaos (DC 35), intensified energy ebb (DC 36), empowered quickened mass inflict critical wounds (DC 37);
13th û quickened repeating mass contagion (DC 35), chained repeating fleshshiver (x2; DC 35);
12th û intensified nightÆs caress (x2; DC 34), corrupt maximized polar ray, empowered maximized whirlwind of teeth (DC 33);
11th û heightened quickened heartfreeze (DC 36), empowered violated lightning ring (DC 37), chained tainted violated reciprocal gyre (DC 31), quickened retributive enervation;
10th û heightened evil glare (DC 39), quickened eyebite (DC 35), quickened superior resistance, corrupt tainted zajimarnÆs field of icy razors (DC 34);
9th û black blade of disaster, greater dimension jumper, lash of force (DC 35), plague of undead, soul bind, quickened touch of vecna (DC 34), utterdark;
8th û create greater undead, quickened finger of agony (DC 33), flensing (x2; DC 34), power word stun, tainted violated storm of fire and ice (DC 32), touch of the graveborn (x2; DC 35);
7th û antimagic ray (DC 33), avasculate (DC 36), finger of death (x2; DC 36), greater seed of undeath, necrotic curse, empowered nightÆs caress (DC 34), violated otilukeÆs freezing sphere (DC 31);
6th û ashen union (DC 35), ghoul gauntlet (DC 35), greater anticipate teleportation, tainted violated orb of sound, ray of entropy (x2), wave of pain (DC 35);
5th û acid sheath, channeled lifetheft (x2), cryptwardenÆs grasp (x2), death throes, graymantle, vitriolic sphere (DC 31);
4th û burning blood (DC 33), caustic mire, corporeal instability (DC 30), entangling staff, evardÆs black tentacles, heart ripper (DC 33), horrid sickness (x2; DC 33), summon undead IV;
3rd û blade of pain and fear (DC 29), contagious fog, dolorous blow, greater disrupt undead, icelance (DC 29), violated melfÆs acid arrow, prickling torment (DC 32), corrupt ray of ice (DC 28), vampiric touch;
2nd û blindness/deafness (DC 31), burning blood (DC 28), cloud of bewilderment (DC 28), death armor, escalating enfeeblement (x2), ghoul touch (DC 31), incendiary slime, kelgoreÆs grave mist;
1st û backbiter, blade of blood (x2), blood wind, corrosive grasp, reaving aura, rime (DC 30), true strike, whelm (DC 27);
Cantrips û arcane mark, presdigitation, silent portal, touch of fatigue (DC 29)
Epic Spells per Day 3; Epic Spells Known many
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Abilities Str 41, Dex 38, Con 43, Int 42, Wis 39, Cha 47
SQ profane grace, yugoloth traits
Feats Arcane Strike, Awesome Blow, Chain Spell, Corpsecrafter, Corrupt Spell (B), Dark Speech (B), Empower Spell, Evil Brand (B), Greater Spell Focus (Necromancy), Heighten Spell, Improved Bull Rush, Improved Initiative, Maximize Spell, Quicken Spell, Power Attack, Repeat Spell, Spell Focus (Necromancy), Taint Spell, Violate Spell (B)
Epic Feats Epic Evil Brand (B), Epic Reputation, Epic Spellcasting, Epic Spell Focus (Necromancy), Improved Heighten Spell, Intensify Spell
Skills Balance +43, Bluff +63, Climb +30, Concentration +57, Decipher Script +57, Diplomacy +75 (+83 evil creatures), Disguise +42, Forgery +57, Gather Information +67, Hide +39, Intimidate +67 (+75 evil creatures), Jump +19, Knowledge (arcana, geography, history, local, nobility and royalty, religion, the planes) +58, Knowledge (nature) +18, Listen +55, Move Silently +34, Search +57, Sense Motive +55, Sleight of Hand +33, Spellcraft +61 (+65 scrolls), Spot +55, Survival +34 (+38 to avoid getting lost, extraplanar, tracking), Tumble +39, Use Magic Device +59 (+68 scrolls)
Possessions staff of the Lower Planes plus quintuple standard
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Aura of Rot (Su) AnthraxusÆs presence stifles all forms of healing. He nullifies all form of fast healing and regeneration within 380 feet of him. Healing spells only heal half the usual amount, and unattended items and equipment have their hardness and hit points decrease by 3 each round they remain in the altralothÆs presence. Magical items gain a Fortitude save to negate the effect. Finally, his aura negates magical and natural protection against disease, ability damage and ability drain although creatures normally immune to ability drain treat it as ability damage instead.

Breath of Contagion (Su) Cone of putrid yellow-black mist 40 feet high, 45 feet wide and 100 feet long, once every 1d4 rounds, 38d6 acid damage (half of which is vile) plus two random diseases; Ref DC 44 half for the damage and Fort DC 44 for the disease.

Call Yugoloth (Su) At will, Anthraxus can call two ultroloths, three nycaloths or arcanaloths or eight of any other yugoloth.

Decay (Su) With a gesture, Anthraxus can force a victim to wither away under the weight of years. As a standard action, Anthraxus may designate a single victim as a target for decay. When this happens, the target must immediately make a Fortitude save (DC 47) or take 10d6 vile damage each round and lose 3 points of Strength, Dexterity and Constitution. If the victimÆs ability scores drop to zero as a result of the ability score or takes damage beyond its current hit points, it dies and is reanimated as an angel of decay under AnthraxusÆs control the following round. Anthraxus can alter the duration of the decay as he desires.

Creatures immune to aging effects still take damage.

Disease (Su) AnthraxusÆs natural attacks inflict a cruel, debilitating disease (1d4 Con and 1d4 Cha drain, incubation one round, Fort DC 44). This pox is contagious; anyone in contact with the affected victim suffers the same fate. Healing spells must succeed at a DC 48 caster level check to cure the victim; even so the healer must make the save as well to avoid being infected. Hit point loss from the diseaseÆs effects is permanent unless a greater restoration, miracle or wish is cast after the disease is removed.

Regeneration (Ex) Weapons capable of bypassing AnthraxusÆs damage reduction as well as good spells and effects deal normal damage to him.

Remake (Ex) Before his ascendancy to the throne of Khin-Oin, Anthraxus was a necromancer specialized in the creative use of corpses. He is capable of tormenting living beings as well; when he so desires he can remake creatures into grotesque parodies of their former selves. Anthraxus can remake any creature that has an ability score reduced to 1 by his natural attacks, spells or spell-like abilities.

Hereafter, Anthraxus can mutate his victims, providing cruel, unwanted monkey paw-esque boons. He is capable of remaking and reshaping his victims, restoring their ruined ability scores along with augmenting them. The altraloth has a pool of 100 ability points to ôblessö his target with; he does not need to use all of them at once. He can bestow a profane bonus to an ability score of his choice (maximum +20) to his victims. He can shift and remove these augmentations at will.

Gifting his victims with these augmentations is horribly traumatizing. He can impart any of his prepared spells or spell-like abilities to his victims, to be triggered when certain conditions are met. Gifting his victim a boon of Strength, for example, might result in one arm withering away into a desiccated limb (as the spell wither limb), while the other arm becomes a grotesque, veined mass of muscle. When he grants a boon of Intelligence, the victimÆs head elongates and swells; the veins clearly visible. Hereafter, casting a spell becomes extremely painful and the victim must make a Fortitude save (DC as the spell being cast) whenever he casts a spell or suffer the effects of a wrack spell for one minute per spell level, or casting a spell triggers a wail of the banshee on the caster and his allies. Anthraxus is fond of irony; which is taken into account when he grants a boon. Creatures normally immune to the adverse effects are affected as though they were unprotected.

Anthraxus can also allow the victimÆs scores to reach zero, at which point the victim dies. He can then reshape the corpse into any form he wishes û in more sadistic cases, the altraloth turns the victim into a chair or a table, or just a mass of rotting flesh, before granting the tortured victim life again.

Scarring Touch (Su) AnthraxusÆs face bears horrific marks of experimental surgeries and self-inflicted scars. His touch similarly warps his victims, scarring them horribly physically and mentally. AnthraxusÆs touch deals 3d6 drain to an ability score of his choice; he generally chooses Charisma to scar his victims in imitation of his own horrible scars. A Fortitude save (DC 47) halves the drain.

Spells Anthraxus casts spells as a 38th level wizard specialized in Necromancy with access to all arcane spell lists. Anthraxus prefers offensive magic to defensive magic. As a Lord of the Lower Planes the Diseased One does not suffer the cost of corrupt spells, nor does he need to meet material or racial component prerequisites.

Vile (Ex) AnthraxusÆs natural attacks always deal vile damage. He treats Corrupt Spell, Evil Brand, Epic Evil Brand and Violate Spell as bonus feats.

STRATEGIES AND TACTICS

Anthraxus is brutal in melee combat. The disgraced altraloth prefers to wade in confidently; the fury of his assault stoked by the memory of his dethronement. He makes good use of his scarring touch against foes within range, and savors the agony of those who suffer from Decay. He is just as fond of hurling spells into the fray as he is of melee combat; softening up foes with judicious use of corrupt and damaging spells before finishing them with death magics. He often marries Arcane Strike and entangling staff with the Staff of the Lower Planes, combining this deadly combination with Power Attack for the best results.

Anthraxus is cruel, and will often teleport away with a drained enemy to better employ his Remake ability with no interruptions. When feeling particularly sadistic, he Remakes an opponent in the heat of battle û the sight alone is enough to make even the most hardened veterans sick with horror.

SERVANTS, MOTIVATIONS AND GOALS

Anthraxus was the most warlike of the Oinoloths. The only one known to have ever successfully breached the defenses of Khin-Oin in an open assault, he was originally an ultroloth necromancer specializing in the creative use of corpses. The hags responsible for his transformation into an altraloth did so in return for the archfiendÆs aid in repelling plane-wide crusades of the paladins of the Order of the Knights Militant. For centuries, Anthraxus the Decayed ruled the Wasting Tower and all its secrets from the throne of the Siege Malicious.

Until Mydianchlarus.

Mydianchlarus, who glided into the throne-room of the Khin-Oin unchallenged and whispered into AnthraxusÆs tattered ear something so disturbing it broke the OinolothÆs will. Even now, the secret torments the disgraced fiend, compelling him to seek the truth from any source willing to hear him out.

Anthraxus prefers not to have followers. Most of his yugoloth servants deserted him, except for the broken arcanaloth Nivsiim (NE arcanaloth wizard 12) who was bound into the archfiendÆs service when Anthraxus was an ultroloth. Still, when he was Oinoloth he ordered the construction of numerous safehouses throughout the Lower Planes filled with money and magical items, and he uses these to finance schemes to regain control over the Wasting Tower.

Anthraxus hates Mydianchlarus with a burning passion, but there is still some uncertainty about having to confront the ultroloth prince once more. He bears a special loathing for the god Vhaeraun, and even a whisper of the fallen OinolothÆs name makes the god pale dramatically û to the point where Anthraxus can enter and leave the powerÆs realm in Carceri with no ill-effect. Rumor is he maintains a palace made of flayed and blighted drow petitioners there.

Anthraxus currently wanders the Lower Planes, his ambition ever-burning; some say he sought to challenge the General of Gehenna himself. Perhaps that was why Mydianchlarus was sent, armed with something Anthraxus had no hope of defending against, to send him on his way; and even the gods fear what he may do and what he may yet become.


Staff of the Lower Planes (Major Artifact)

Jealously guarded and hoarded by Anthraxus the Decayed, the Staff of the Lower Planes was the only item he carried from Khin-Oin after Mydianchlarus dethroned him.

Lore: The Staff of the Lower Planes is the symbol and standard of Anthraxus the Decayed. Scholars say the price of the staffÆs creation could have bought entire Prime worlds. (Knowledge [arcana, the planes]) DC 30)
It was bestowed on him by the same night hags responsible for his apotheosis, and resembles nothing less than an imitation of the Wasting Tower itself. (Knowledge [arcana, the planes] DC 40)

Description: This staff stands at almost ten feet high, and seems to made of interlocking bone segments. Closer inspection reveals that that the fragments are really the defiled bones of a pit fiend and balor, knit with tough sinew and threads of black iron. The staff is crowned by a grisly melding of the skulls of both fiends; the backs of each skull flawlessly fused together to form one dual-faced bone. The staff constantly writhes in AnthraxusÆs grasp; perhaps the forces of law and chaos cannot abide cohabitation in one vessel.

Powers: The Staff of the Lower Planes is a +7 quarterstaff of unholy power with a base damage of 2d8 and all the powers of a staff of domination and a staff of epic necromancy. Any fiend struck by the staff must make a Fortitude save (DC 54) or be transformed into the lowest ranked creature of their respective types (i.e. a balor would become a mane). The bearer of the Staff of the Lower Planes is immune to all negative planar effects of the Lower Planes. In addition, it allows use of the following spells 6 times per day:

ò Violated intensified deadly lahar
ò Gate
ò Chained greater harm (DC 43)
ò Reaching imprisonment (DC 43)
ò Wave of pain (DC 42)

One per day, the wielder of the Staff can cast the following spells:

ò Chained true dominate (DC 41)
ò Heightened (to 15th) wish (DC 48, 51 for Necromancy effects)

Anyone that touches the staff without AnthraxusÆs permission û which is seldom forthcoming û must make a Fortitude saving throw (DC 54) or be permanently transformed into a larva. A wish spell and a caster level check against AnthraxusÆs SR can reverse the effect.
Aura/Caster Level: Overwhelming conjuration, enchantment and necromancy, overwhelming evil; CL 35th.




Parts of Anthraxus's flavor text comes from the old Realms of Evil forums, courtesy of old discussions I had with ripvanwormer. The post has been lost for years now; I just extrapolated from what I could recall from memory. The archfiend's description is based on a Planewalker story by sciborg; since I found the idea of Anthraxus being artificial-looking more appealing than a thinner Orcus.
 
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