kinem
2014-07-26, 04:49 PM
Mezzoloth (revised)
Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 21 (+1 Dex, +8 natural, +2 heavy steel shield), touch 11, flat-footed 20
Base Attack/Grapple: +10/+13
Attack: Claw +13 melee (1d4+3) or +1 trident +15 melee (1d8+5/19–20) or +1 trident +13 ranged (1d8+4/19–20)
Full Attack: 3 claws +13 melee (1d4+3) or without shield 4 claws +13 melee (1d4+3)
or two-handed +1 trident +15/+10 melee (1d8+4/19–20) and claw +11 melee (1d4+3)
or +1 trident +15/+10 melee (1d8+4/19–20) and 2 claws +11 melee (1d4+3)
or without shield +1 trident +15/+10 melee (1d8+4/19–20) and 3 claws +11 melee (1d4+3)
or without shield two-handed +1 trident +15/+10 melee (1d8+5/19–20) and 2 claws +11 melee (1d4+3)
or +1 trident +13 ranged (1d8+4/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon yugoloth, four-armed
Special Qualities: Damage reduction 10/good, glowing eyes, immunity to poison and acid, resistance to cold 10, fire 10, and electricity 10, spell resistance 22, telepathy 100 ft.
Saves: Fort +12, Ref +8, Will +7
Abilities: Str 16, Dex 12, Con 21, Int 8, Wis 10, Cha 14
Skills: Concentration +18, Hide +14, Intimidate +15, Knowledge (the planes) +12, Listen +13, Move Silently +14, Spot +13
Feats: Improved Critical (trident), Improved Initiative, Multiattack [B], Power Attack, Weapon Focus (trident), Quicken Spell-like Ability [B] (true strike 3/day)
Environment: Any land and underground (Gehenna)
Organization: Solitary, squad (3–8), or platoon (10–18 plus 1 ultroloth)
Challenge Rating: 8
Treasure: Standard plus +1 trident
Alignment: Always neutral evil
Advancement: 11–18 HD (Medium); 19–24 HD (Large)
Level Adjustment: +5
A mezzoloth looks like a human-sized insect with heavy chitin and four limbs tipped with sharp claws. When arrayed for battle, mezzoloths wield tridents and carry shields. A mezzoloth stands 7 feet tall and weighs 250 pounds.
Mezzoloths are the most common foot soldiers in the yugoloth armies. Most understand little beyond combat, but their skill in battle is fearsome. A few exceptional individuals hone their skills well beyond those typical of the race, and these often gain positions of leadership either among their own kind or elsewhere.
Mezzoloths speak Abyssal, Draconic, and Infernal.
COMBAT
Against other fiends or other creature normally immune to poison, they always use supernatural venom before using cloudkill, and then attack with lesser orbs of sound. Against creatures not likely to be immune to poison, their tactics are different: they don't use supernatural venom, just cast cloudkill, and then can charge in for melee. If the battle is going poorly, mezzoloths use greater teleport to make a getaway. Their tactics are similar in a large army battle. Squads of trident-wielding mezzoloths are the backbone of a yugoloth force. A mezzoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Four-armed (Ex): A mezzoloth can simultaneously use each of its arms to make a claw attack, attack using a weapon, or hold a shield. Only one held weapon can make iterative attacks during a full attack.
Glowing eyes (Ex): A mezzoloth can cause its wide-set eyes to glow red as a free action. This gives it a +2 morale bonus on intimidate checks, but a -5 circumstance penalty on hide and spot checks, or -10 in very dark conditions. It sheds dim illumination in a 5' radius. It is rumored that the glowing eyes indicate anger, but actually this ability is completely under the mezzoloth's voluntary control.
Spell-Like Abilities: At will — darkness, produce flame, see invisibility, true strike;
2/day — cloudkill (DC 17), dispel magic, fear (DC 16), greater teleport (self plus 50 pounds of objects only), lesser orb of sound (+11 ranged touch, 5d6, 50' range, no SR), supernatural venom (see fiend-related new magic (http://www.giantitp.com/forums/showthread.php?361850-Fiend-related-new-magic-PEACH)).
Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success.
Advancement: Increase SR by 1 for each class level, and by 1 for every 2 racial HD above 10.
Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 21 (+1 Dex, +8 natural, +2 heavy steel shield), touch 11, flat-footed 20
Base Attack/Grapple: +10/+13
Attack: Claw +13 melee (1d4+3) or +1 trident +15 melee (1d8+5/19–20) or +1 trident +13 ranged (1d8+4/19–20)
Full Attack: 3 claws +13 melee (1d4+3) or without shield 4 claws +13 melee (1d4+3)
or two-handed +1 trident +15/+10 melee (1d8+4/19–20) and claw +11 melee (1d4+3)
or +1 trident +15/+10 melee (1d8+4/19–20) and 2 claws +11 melee (1d4+3)
or without shield +1 trident +15/+10 melee (1d8+4/19–20) and 3 claws +11 melee (1d4+3)
or without shield two-handed +1 trident +15/+10 melee (1d8+5/19–20) and 2 claws +11 melee (1d4+3)
or +1 trident +13 ranged (1d8+4/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon yugoloth, four-armed
Special Qualities: Damage reduction 10/good, glowing eyes, immunity to poison and acid, resistance to cold 10, fire 10, and electricity 10, spell resistance 22, telepathy 100 ft.
Saves: Fort +12, Ref +8, Will +7
Abilities: Str 16, Dex 12, Con 21, Int 8, Wis 10, Cha 14
Skills: Concentration +18, Hide +14, Intimidate +15, Knowledge (the planes) +12, Listen +13, Move Silently +14, Spot +13
Feats: Improved Critical (trident), Improved Initiative, Multiattack [B], Power Attack, Weapon Focus (trident), Quicken Spell-like Ability [B] (true strike 3/day)
Environment: Any land and underground (Gehenna)
Organization: Solitary, squad (3–8), or platoon (10–18 plus 1 ultroloth)
Challenge Rating: 8
Treasure: Standard plus +1 trident
Alignment: Always neutral evil
Advancement: 11–18 HD (Medium); 19–24 HD (Large)
Level Adjustment: +5
A mezzoloth looks like a human-sized insect with heavy chitin and four limbs tipped with sharp claws. When arrayed for battle, mezzoloths wield tridents and carry shields. A mezzoloth stands 7 feet tall and weighs 250 pounds.
Mezzoloths are the most common foot soldiers in the yugoloth armies. Most understand little beyond combat, but their skill in battle is fearsome. A few exceptional individuals hone their skills well beyond those typical of the race, and these often gain positions of leadership either among their own kind or elsewhere.
Mezzoloths speak Abyssal, Draconic, and Infernal.
COMBAT
Against other fiends or other creature normally immune to poison, they always use supernatural venom before using cloudkill, and then attack with lesser orbs of sound. Against creatures not likely to be immune to poison, their tactics are different: they don't use supernatural venom, just cast cloudkill, and then can charge in for melee. If the battle is going poorly, mezzoloths use greater teleport to make a getaway. Their tactics are similar in a large army battle. Squads of trident-wielding mezzoloths are the backbone of a yugoloth force. A mezzoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Four-armed (Ex): A mezzoloth can simultaneously use each of its arms to make a claw attack, attack using a weapon, or hold a shield. Only one held weapon can make iterative attacks during a full attack.
Glowing eyes (Ex): A mezzoloth can cause its wide-set eyes to glow red as a free action. This gives it a +2 morale bonus on intimidate checks, but a -5 circumstance penalty on hide and spot checks, or -10 in very dark conditions. It sheds dim illumination in a 5' radius. It is rumored that the glowing eyes indicate anger, but actually this ability is completely under the mezzoloth's voluntary control.
Spell-Like Abilities: At will — darkness, produce flame, see invisibility, true strike;
2/day — cloudkill (DC 17), dispel magic, fear (DC 16), greater teleport (self plus 50 pounds of objects only), lesser orb of sound (+11 ranged touch, 5d6, 50' range, no SR), supernatural venom (see fiend-related new magic (http://www.giantitp.com/forums/showthread.php?361850-Fiend-related-new-magic-PEACH)).
Summon Yugoloth (Ex): Once per day, a mezzoloth can attempt to summon another mezzoloth with a 40% chance of success.
Advancement: Increase SR by 1 for each class level, and by 1 for every 2 racial HD above 10.