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View Full Version : D&D 3.x Other Dergholoth [PEACH]



kinem
2014-07-10, 09:24 PM
DERGHOLOTH (3.5 conversion)
Large Outsider (Evil, Yugoloth)
Hit Dice: 8d8+16 (52 hp)
Initiative: +1 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft
AC: 16 (-1 size, +1 Dex, +6 natural)
BAB / Grapple: +8/+17
Attack: Claw +12 melee (1d4+5) or longsword +12 melee (1d10+5/19-20)
Full Attack: 5 claws +12 melee (1d4+5) or 2 claws +12 melee (1d4+5) and 3 longswords +12 melee (1d10+5/19-20)
Space/Reach: 10 ft / 10 ft
Special Attacks: Spell-like abilities, all-around vision, feeblemind, improved grab, tear, summon yugoloth
Special Qualities: Damage reduction 5/-, SR 18, yugoloth traits (immune to poison and acid; cold, fire, and electricity resistance 10; telepathy 100', darkvision 60'), parry
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 20, Dex 13, Con 15, Int 6, Wis 10, Cha 14
Skills: Hide +5, Intimidate +10, Listen +8, Move Silently +9, Search +4, Spot +12
Feats: Improved Initiative, Multidexterity, Multiweapon Fighting
Environment: Any land and underground (Lower Planes)
Organization: Solitary, team (2-4), company (5-50 plus 5-10 piscoloths), or millage (50-500)
Challenge Rating: 7
Treasure: 1d6-1 gems (100 gp value) in gizzard, plus 3 large longswords
Alignment: Always neutral evil
Advancement: 9-13 HD (Large); 14-24 HD (Huge)
Level adjustment: +3

A dergholoth stands about 9 feet tall with a round body with five long arms and three stumpy legs. It’s arms end in claws. It has a large insectoid head atop its body.

Dergholoths are native to Hades, but are found throughout the Lower Planes.

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 generally fight only because more powerful yugoloths compel them. Most 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.

There is a rumored to be a dergholoth that serves as a protector of a human village in the Outlands. According to the tale, this dergholoth is well treated by the villagers, and in turn, has become no longer evil. Another tale claims that the village is wholly evil and fools people into thinking otherwise. These tales inspired a group of adventurers to go investigate and find the truth of the matter, but they never returned to give their report.

COMBAT

The dergholoth begins combat with its feeblemind ability; it then attacks with its claws, or if wielding weapons, a combination of its weapons and claws, with the claw attacks being resolved before the weapon attacks. It can use up to 5 weapons instead of claw attacks, but almost always makes sure to use at least 2 claws in order to grab and tear. Its claws and weapons are both considered primary attacks.

Improved Grab (Ex): To use this ability, the dergholoth must hit a Large or smaller creature with two claw attacks.

Tear (Ex): A dergholoth automatically hits a held opponent with the two claw attacks it used to establish the hold each round it maintains its hold.

Parry (Ex): It can use up to three held weapons to parry instead of attacking. Each weapon used to parry provides a +2 shield bonus to its AC (these bonuses stack).

Spell-Like Abilities: At will — deeper darkness, see invisibility; 2/day — greater teleport (self plus 50 pounds of objects only). Caster level 8 (as HD).

All-Around Vision (Ex): A dergholoth cannot be flanked.

Feeblemind (Su): Twice per day as a standard action, by clattering its mandibles together, a dergholoth can affect all creatures within 30 feet as the feeblemind spell (Will save DC 16 negates, Cha-based). The effects last for 1d6 rounds. Dergholoths are immune to this effect.

Summon Yugoloth (Sp): Once per day, a dergholoth can attempt to summon another dergholoth with a 40% chance of success.

Yugoloth Qualities (Ex): Immune to poison and acid; cold, fire, and electricity resistance 10; yugoloths have darkvision with a range of 60 feet.

Telepathy (Su): Yugoloths can communicate telepathically with any creature within 100 feet that has a language.

Advancement: Increase SR by 1 for each class level, and by 1 for every 2 racial HD above 8.