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kinem
2014-07-01, 07:10 PM
Arcanaloth, mage
Medium-Size Outsider (Evil)
Hit Dice: 12d8+24 (78 hp)
Initiative: +7 [+8]
Speed: 30 ft., fly 50 ft. (average)
AC: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
[AC: 28 (+4 Dex, +9 natural, +1 deflection, +4 mage armor), touch 15, flat-footed 24]
BAB/Grapple: +12/+13
Full Attack: 2 claws +13 melee (1d4+1 plus poison) and bite +8 melee (1d6)
Space/Reach: 5'/5'
Special Attacks: Poison, spell-like abilities, spells, summon yugoloth
Special Qualities: DR 5/-, darkvision 60', immune to mind-affecting abilities, SR 24, yugoloth traits (immune to poison and acid; cold, fire, and electricity resistance 10; telepathy 100'), language seer, supernatural flight, scent
Saves: Fort +10 [+13], Ref +12 [+15], Will +12 [+15]
Abilities: Str 12, Dex 16 [18], Con 14, Int 20 [24], Wis 18, Cha 16
Skills: Bluff +18, Concentration +17, Diplomacy +18, Disguise +10, Forgery +17, Gather Information +15, Intimidate +18, Knowledge (arcana) +20, Knowledge (the planes) +20, Listen +14, Profession (scribe) +14, Sense Motive +19, Spellcraft +20, Spot +19, Use Magic Device +18
Feats: Empower Spell, Eschew Materials, Improved Initiative, Spell Penetration, Sudden Maximize Spell
Climate/Terrain: Any
Organization: Solitary, pair, or embassy (3–4)
Challenge Rating: 15
Treasure: As NPC (59,000 gp value in spells + items)
Alignment: Always neutral evil
Advancement: By character class (favored class: wizard)
Level Adjustment: +5

Arcanaloths are the scribes, record-keepers, negotiators, and deal-makers for the yugoloths of Gehenna. As such, they are grasping, wheedling manipulators, but at least they’re generally true to their word. An arcanaloth has humanoid form but a head which resembles that of a jackal. The 'loth dresses finely but is businesslike and abrupt, if not downright surly.

Combat
Arcanaloths are relatively weak in melee, but they are powerful spellcasters.

Poison (Ex): An arcanaloth’s claws can inject a poison. It delivers this poison (Fortitude save DC 18, Con-based) with each successful claw attack; initial damage 1 point of Strength drain; no secondary damage.

Spell-Like Abilities: At will — darkness, heat metal, invisibility (self only), magic missile (5d4+5), disguise self (unlimited duration), telekinesis, warp wood; 1/day — assay spell resistance, fear, greater teleport, mage’s lucubration, major image. Caster level 12th (+14 vs SR); save DC 13 + spell level (Charisma-based).

Spells: An arcanaloth can cast arcane spells as a 12th-level wizard (spells/day 4/6/5/5/4/4/2 [4/6/6/6/4/4/3]; save DC 15 [17] + spell level). Like a wizard, an arcanaloth has spellbooks which record his spells and which he must use to prepare new spells, and suffers the usual chance for arcane spell failure if wearing armor.

Typical spells prepared:
6th: flesh to stone, disintegrate, repulsion
5th: baleful polymorph, cone of cold, feeblemind, empowered fireball
4th: assay spell resistance, dimensional anchor, charm monster, confusion
3rd: arcane sight, dispel magic, displacement, haste, lightning bolt, suggestion
2nd: blindness/deafness, false life, glitterdust, mirror image, rope trick, see invisibility
1st: nerveskitter (x2), mage armor (x2), shield, protection from evil
0th: detect magic, message, prestidigitation, read magic

If the 'loth gains levels in the wizard class, the levels stack for spellcasting progression. Such a 'loth gets a wizard bonus feat instead of a familiar, and never specializes in a magic school.

Language seer (Su): Arcanaloths can speak, read, and write any language.

Summon Yugoloth (Sp): Once per day, an arcanaloth can summon a mezzoloth with a 100% chance of success. Summoned creatures remain for 1 hour, then return whence they came. A yugoloth that is itself summoned cannot use its own summon ability for 1 hour.

Advancement: Increase the caster level for the spell-like abilities and the 'loths' SR by the number of class levels gained.

Yugoloth Traits: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 10. Yugoloths can communicate telepathically with any creature within 100 feet that has a language. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).

Typical equipment: Stats in [] include the effects of typical equipment and spells.
headband of intelligence +4, 16k
amulet of natural armor +2, 8k
ring of protection +1, 2k
belt of dex +2, 4k
cloak of resistance +3, 9k
metamagic rod, silent spell, 11k
A pair of small iron bars attached to two small canine statuettes, one black and one white (50 gp, focus for repulsion spell)
rope, 50' silk

Debihuman
2014-07-03, 06:13 PM
Very nice. Stat block could be cleaner. Creatures should have their gear listed in their treasure that way you can include all the stuff in it's stat block. It's strange having all those bracketed stats without a point of reference until you get to the very bottom.

Environment should be its home plane -- 'Loths are from The Bleak Eternity of Gehenna.

FYI, the official 3.5 stats are in Dungeon Magazine 149, pgs 46-48. They are sorcerers. Your version is considerably weaker.

Debby

CE DM
2023-09-21, 03:24 PM
I was just going back to putz around with an adventure & was thinking to change them to wizards too, as it makes total sense, especially going back to 1e MM2, as opposed to 2e planescape & the 3e MM2.

like much you did, and thanks for the dungeon listing too, I'll look it over as well.

I agree I'd probably leave them clean, and save the npc style gear for wizards L1+...which will be most I'd use! :smallsmile: