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    Default The Sinspliced: The Yugoloth's Secret Weapons [Creatures]

    The Sinspliced

    The Yugoloths are the most shadowy and secretive of the fiendish races, keeping hidden in the far reaches of the Multiverse. They prefer to employ a subtle and distant influence on events throughout the multiverse, but there are times when even the Yugoloths’ agenda requires force. Thus, the Yugoloths are known as some of the greatest mercenaries of the planes, fighting in the Blood War, interplanar conflicts, and even the great wars of the mortal races. While the Yugoloth mercenaries may be at the command of their employers, it is always their goals that are achieved in the end.

    The Sinspliced were created for just this purpose. Creations of biothaumaturgy and daemonic magic, they are heavily altered, extremely powerful Yugoloths, living weapons whose services are sold to the highest bidder. Though only seven of them exist, the Sinspliced have shaped the course of the multiverse, winning battles and wars for those who can obtain their services–and always furthering the intricate schemes of their true masters in Gehenna.



    Illustrated by the inestimable Krimm Blackleaf
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    Default Re: The Sinspliced: The Yugoloth's Secret Weapons [Creatures]

    Envy



    Size/Type: Medium Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 20d8+120 (210 hp)
    Initiative: +13
    Speed: 50 ft. (10 squares), climb 30 ft.
    Armor Class: 27 (+13 Dex, +4 natural), touch 23, flatfooted 14
    Base Attack/Grapple: +20/+24
    Attack: Bite +33 melee (1d8+4 and daemonic siphon)
    Full Attack: Bite +33 melee (1d8+4 and daemonic siphon) and 2 Claws +28 melee (1d2+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Bloodwalk, breath weapon, daemonic siphon, sneak attack +10d6
    Special Qualities: Damage reduction 10/good, fast healing 3, immunity to acid and poison, improved evasion, resistance to cold 20, electricity 20, and fire 20, spell resistance 30, telepathy 100 ft.
    Saves: Fort +18, Ref +25, Will +16
    Abilities: Str 18, Dex 36, Con 22, Int 18, Wis 18, Cha 30
    Skills: Balance +36, Bluff +33, Climb +27, Escape Artist +36, Hide +36, Intimidate +33, Jump +27, Listen +27, Move Silently +36, Sleight of Hand +36, Spot +27, Tumble +36
    Feats: Weapon FinesseB, Combat Reflexes, Dodge, Mobility, Spring Attack, Combat Expertise, Whirlwind Attack, Maximize Breath
    Environment: Gehenna
    Organization: Solitary
    Challenge Rating: 18
    Treasure: Triple standard
    Alignment: Neutral Evil
    Advancement: –
    Level Adjustment: –

    Envy is the ultimate assassin, a master of stealth and infiltration. Though seemingly weaker than most Sinspliced, it moves with unimaginable speed, and is capable of siphoning away the strength of its foes to bolster its own. In addition, Envy possess a powerful weapon of last resort, the ability to breathe out its own acidic blood to burn away its foes. Envy is skeletally thin normally, but its body swells and grows as it feeds on its foes strength. Envy, when fully sated, is almost as bloated as Gluttony.

    Bloodwalk (Sp)
    As a standard action, Envy may teleport as the dimension door spell. Whenever it teleports, its body appears to explode in a cloud of blood that burns anything it touches, dealing 5d8 acid damage to all creatures within 30 ft. In addition, Envy may use this ability as an immediate action whenever it is dealt damage. However, if it does so, it cannot use it at all for 5 rounds.

    Breath Weapon (Su)
    As a standard action, Envy can breathe out a 60-ft. cone of its own acidic blood, dealing 10d8 acid damage to all creatures caught in it, Reflex DC 26 for half. The save is Fortitude-based. Once Envy has used its breath weapon, it must wait 5 rounds before it can use it again.

    Daemonic Siphon (Su)
    Whenever Envy damages a creature with its bite attack, that creature must make a DC 30 Fortitude save or gain 1d4 negative levels. For every negative level bestowed this way, Envy gains 10 temporary hp and a +1 profane bonus to all stats. These bonuses stack. The save is Charisma-based. The bonuses and temporary hp last for the duration of the encounter.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: The Sinspliced: The Yugoloth's Secret Weapons [Creatures]

    Gluttony



    Size/Type: Huge Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 30d8+300 (435 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 21 (-2 size, -2 Dex, +15 natural), touch 6, flatfooted 21
    Base Attack/Grapple: +30/+48
    Attack: Maw +39 melee (3d8+10/19-20/x2 and +1d6)
    Full Attack: Maw +39 melee (3d8+10/19-20/x2 and +1d6) and Bite +33 melee (2d6+5) and Two Arm Jaws +33 melee (1d12+5)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Improved grab, spawn gatherers, swallow whole, vile stench
    Special Qualities: Damage reduction 15/good and epic, darkvision 60 ft., immunity to acid and poison, resistance to cold 20, electricity 20, and fire 20, scent, spell resistance 40, telepathy 100 ft.
    Saves: Fort +27, Ref +15, Will +19
    Abilities: Str 30, Dex 6, Con 30, Int 2, Wis 14, Cha 14
    Skills: Bluff +35, Intimidate +35, Listen +35, Spot +35
    Feats: Improved Initiative, Power Attack, Improved Bull Rush, Awesome Blow, Cleave, Great Cleave, Weapon Focus (Maw), Improved Critical (Maw), Overwhelming Critical, Devastating Critical, Penetrate Damage Reduction (Adamantine)
    Environment: Gehenna
    Organization: Solitary
    Challenge Rating: 25
    Treasure: Triple standard
    Alignment: Neutral Evil
    Advancement: –
    Level Adjustment: –

    Gluttony is the largest and most brutally powerful of the Sinspliced. While Wrath was designed to be the ultimate warrior, Gluttony is an uncontrollable, behemoth force, crushing and trampling over all that opposes it, and devouring everything in sight. Gluttony is a massive, elephantine demon, with a jaw full of razor-sharp teeth, in addition to a massive maw protruding from his gut, and two more mouths that tip its arms. In addition, Gluttony hosts a pair of symbiotic Yugoloth servitors known as Gatherers which dwell within its maw. Resembling small, pale-skinned children with pure black eyes and teeth like needles, the Gatherers feed voraciously and then return the sustenance to Gluttony. Gluttony knows nothing but hunger, and will eat unrestrained by anything, save the command of his master.

    Improved Grab (Ex)
    To use this ability, Gluttony must hit a Large or smaller creature with its maw or bite attack, or with both arm jaw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round.

    Spawn Gatherers (Su)
    As a full-round action, Gluttony can spawn a pair of servitor Yugoloths, known as Gatherers, from its maw. They appear in its space and act immediately on its initiative. Gluttony can only have two Gatherers spawned at a time. At any time, a Gatherer in Gluttony’s space may re-enter the maw as a full-round action. Once it does, Gluttony digests it and consumes whatever nutrients it has taken in. Once Gluttony re-absorbs one of its Gatherers, it must wait 1 hour before it can spawn it again. In addition, if a Gatherer dies, Gluttony must also wait an hour before it can respawn it. The stats for Gatherers are below:

    Gatherer
    Spoiler
    Show

    Size/Type: Small Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 10d8+30 (75 hp)
    Speed: 30 ft. (6 squares)
    Armor Class: (+1 size)
    Base Attack/Grapple: +10/+6
    Attack: Bite +17 melee (1d4+2 and parasitic feeding)
    Full Attack: Bite +17 melee (1d4+2 and parasitic feeding) and 2 Claws +11 melee (1d3+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Parasitic feeding
    Special Qualities: Damage reduction 5/good, darkvision 60 ft., fast healing 10, immunity to acid and poison, inhuman speed, resistance to cold 20, electricity 20, and fire 20, spell resistance 30, spider climb, telepathy 100 ft.
    Saves: Fort +10, Ref +12, Will +10
    Abilities: Str 14, Dex 20, Con 16, Int 6, Wis 16, Cha 6
    Skills: Climb +15, Hide +22, Jump +15, Listen +16, Move Silently +18, Spot +16
    Feats: Weapon FinesseB, Weapon Focus (Bite), Dodge, Mobility, Spring Attack
    Alignment: Neutral Evil

    Parasitic Feeding (Su)
    Whenever a Gatherer deals damage to a living creature with its bite attack, it gains an amount of temporary hp equal to the damage dealt. These temporary last up to 1 hour, and a Gatherer can have a maximum of 75 temporary hp. Once Gluttony reabsorbs a Gatherer, it is healed an amount of hp equal to the temporary hp the Gatherer had.

    Inhuman Speed
    A Gatherer can move in quick bursts of superhuman speed. As a swift action, a Gatherer may move up to 10 ft. in any direction. Once it has used this ability, it must wait 5 rounds before it can use it again.

    Spider Climb (Ex)
    A Gatherer can climb shear surfaces, as the spider climb spell.


    Swallow Whole (Ex)
    Gluttony can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside Gluttony’s gullet, the opponent takes 2d8+5 points of bludgeoning damage plus 1d8+5 points of acid damage per round from the fiend’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to Gluttony’s digestive tract (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Gluttony’s gullet can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller creatures.

    Vile Stench (Su)
    Gluttony gives off a toxic stench that poisons the air around it. Any creature that comes within 30 ft. of it must make a DC 35 Fortitude save or be nauseated for 1 round, and sickened for as long as they remain within 30 ft. of Gluttony.
    Last edited by The Demented One; 2008-06-16 at 10:15 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: The Sinspliced: The Yugoloth's Secret Weapons [Creatures]

    Greed



    Size/Type: Large Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 20d8+140 (230 hp)
    Initiative: +10
    Speed: 40 ft. (8 squares)
    Armor Class: 25 (-1 size, +10 Dex, +6 natural), touch 19, flatfooted 15
    Base Attack/Grapple: +20/+29
    Attack: +3 Unholy Heavy Repeating Crossbow +33 ranged (2d8+8) or +1 Flaming Keen Longsword +25 melee (2d6+6 and 1d6 fire) or +2 Warhammer +26 melee (2d6+7)
    Full Attack: +3 Unholy Heavy Repeating Crossbow +31/26/+21/+16 ranged (2d8+8) and +1 Flaming Keen Longsword +23/+18/+13 melee (2d6+6 and 1d6 fire) and +2 Warhammer +24/+19/+14 melee (2d6+7)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Aura of avarice, manifest item, transforming touch
    Special Qualities: Damage reduction 15/good, darkvision 60 ft., immunity to acid and poison, resistance to cold 20, electricity 20, and fire 20, spell resistance 30, telepathy 100 ft.
    Saves: Fort +17, Ref +22, Will +17
    Abilities: Str 20, Dex 30, Con 24, Int 20, Wis 20, Cha 30
    Skills: Appraise +28, Balance +33, Bluff +33, Climb +28, Hide +29, Intimidate +33, Jump +28, Listen +28, Move Silently +33, Spellcraft +28, Spot +28, Tumble +33, Use Magic Device +33
    Feats: Multiweapon Fighting, Oversized Two-Weapon Fighting, Weapon Focus (Heavy Repeating Crossbow), Improved Multiweapon Fighting, Crossbow Sniper, Greater Multiweapon Fighting, Two-Weapon Rend
    Environment: Gehenna
    Organization: Solitary
    Challenge Rating: 20
    Treasure: Quintuple Standard
    Alignment: Neutral Evil
    Advancement: –
    Level Adjustment: –

    Greed is the most versatile of the Sinspliced, capable of sniping enemies off at a range or entering melee to eviscerate them by hand. Greed is a living arsenal, capable of conjuring up any weapon, item, or tool it needs. Its most common armaments are a +3 unholy heavy repeating crossbow, a +1 flaming keen longsword, and a +2 warhammer, though it is not averse to changing its weapons. Greed’s upper body is heavily muscled, while its lower body is like the tail of some massive snake. It has four arms, its hands always holding some weapon or magical item. Numerous gems and trinkets dangle down from its body, causing Greed to gleam in the sun.

    Aura of Avarice (Su)
    Greed’s desire for wealth spills out into those around him. Any creature that comes within 30 ft. of Greed must make a DC 30 Will save or be overcome by the compulsion to touch any of the sundry jewels and trinkets hanging from Greed’s body, like with the sympathy spell. They cannot do anything but approach greed and touch that trinket. Each round, they may attempt another save to break free from the compulsion. The save is Charisma-based.

    Manifest Item (Su)
    As a swift item, Greed can call any item it can think of into being. It can create magic items, but when creating magic weapons and armor, the sum of the total bonuses of all items it has created cannot exceed 10, and it can never have more than 5 magic items manifested. Any items manifested by Greed disintegrate at the end of the round if Greed dies or if the item goes more than 10 ft. away from Greed.

    Transforming Touch (Su)
    As a standard action, Greed can make a touch attack against any creature. If it is successful, that creature is affected as by the polymorph any object spell, caster level 20th.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Default Re: The Sinspliced: The Yugoloth's Secret Weapons [Creatures]

    Lust



    Size/Type: Medium Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 20d8+120 (210 hp)
    Initiative: +9
    Speed: 30 ft. (6 squares), climb 30 ft.
    Armor Class: 30 (+9 Dex, +11 deflection), touch 30, flatfooted 21
    Base Attack/Grapple: +20/24
    Attack: Sting +29 melee (1d8+4 plus sinwrack)
    Full Attack: Sting +29 melee (1d8+4 plus sinwrack) and 2 Claws +24 (1d4+2)
    Space/Reach: 5 ft./5 ft. (10 ft. with sting)
    Special Attacks: Seductive aura, sinwrack
    Special Qualities: Blasphemous allure, damage reduction 10/good, darkvision 60 ft., immunity to acid and poison, inhuman speed, resistance to cold 20, electricity 20, and fire 20, spell resistance 30, spider climb, telepathy 100 ft.
    Saves: Fort +29, Ref +32, Will +25
    Abilities: Str 18, Dex 28, Con 22, Int 16, Wis 16, Cha 32
    Skills: Bluff +34, Diplomacy +34, Escape Artist +32, Gather Information +34, Hide +32, Intimidate +34, Listen +26, Move Silently +32, Sense Motive +26, Spot +26, Tumble +32
    Feats: Weapon FinesseB, Dodge, Mobility, Spring Attack, Combat Expertise, Improved Trip, Combat Expertise, Ability Focus (Sinwrack)
    Environment: Gehenna
    Organization: Solitary
    Challenge Rating: 20
    Treasure: Triple Standard
    Alignment: Neutral Evil
    Advancement: –
    Level Adjustment: –

    Lust is the ultimate biological weapon, little more than a physical husk designed to carry a biothaumaturgically-designed virus. Lust and the sinwrack virus she carries, designed by Yugoloth viromancers, are a symbiotic pair, Lust providing an infection vector and a host, while the virus acts as Lust’s will–Lust’s “intelligence” is merely a result of the sinwrack virus’s effect on her nervous system, an effect it has only on her. For any other, the sinwrack virus hardens and twists the body, rendering it useless, while it batters the mind with feverish hallucinations, wearing away its victims’s sanity. Lust resembles a beautiful woman, naked except for the occult tattoos covering her. Her arms are tipped with razor-sharp claws, and her long, barbed tail oozes organic pus, redolent with the carnal stench of the sinwrack virus.

    Seductive Aura (Su)
    Lust’s profane beauty ensnares the minds of those around her. Whenever a creature comes within 30 ft. of Lust, it must make a DC 31 Will save or take a -2 penalty on all attack rolls, damage rolls, saves, ability checks, and skill checks as long as it remains within 30 ft. of Lust. In addition, as a swift action, Lust can attempt to dominate any creature under the effect of her seductive aura, as the dominate person spell with a DC of 31. Both saves are Charisma-based.

    Sinwrack (Su)
    Lust’s sting inflicts a biothaumaturgic disease known as sinwrack that inflames its victim’s nervous system, paralyzing their body and attacking their mind. Sinwrack does not have an incubation period, has a save DC of 26, and causes 2d6 points of Dexterity, Wisdom, and Charisma damage. The save is Constitution-based. As a supernatural disease, three saves are required to recover from it.

    Blasphemous Allure (Su)
    Lust gains a deflection bonus to AC and a resistance bonus on all saves equal to her Charisma modifier.

    Inhuman Speed (Ex)
    Lust can move in quick bursts of superhuman speed. As a swift action, Lust may move up to 20 ft. in any direction. Once she has used this ability, she must wait 5 rounds before it can use it again.

    Spider Climb (Ex)
    Lust can climb shear surfaces, as the spider climb spell.
    Last edited by The Demented One; 2008-06-16 at 10:14 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

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    Default Re: The Sinspliced: The Yugoloth's Secret Weapons [Creatures]

    Sloth



    Size/Type: Large Outsider (Evil, Extraplanar, Psionic, Yugoloth)
    Hit Dice: 20d8+100 (190 hp)
    Initiative: -1
    Speed: 10 ft. (2 squares)
    Armor Class: 26, (-1 size, -5 Dex, +12 natural, +10 deflection), touch 14, flatfooted 26
    Base Attack/Grapple: +20/+29
    Attack: Gore +24 melee (2d6+5)
    Full Attack: Gore +24 melee (2d6+5) and Two Slams +19 melee (1d10+2)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Aura of sleep, manifesting, mind rape, precognizant scheme
    Special Qualities: Blindsight 30 ft., damage reduction 10/good, darkvision 60 ft.. immunity to acid and poison, psychic barrier, resistance to cold 20, electricity 20, and fire 20, power resistane 30, telepathy 100 ft.
    Saves: Fort +17, Ref +7, Will +22
    Abilities: Str 20, Dex 1, Con 20, Int 30, Wis 30, Cha 30
    Skills: Autohypnosis, Bluff, Concentration, Diplomacy, Intimidate, Knowledge (History), Knowledge (Psionics), Knowledge (The Planes), Listen, Psicraft, Sense Motive, Spot
    Feats: Psionic Endowment, Greater Psionic Endowment, Power Penetration, Psionic Meditation, Extend Power, Quicken Power, Improved Initiative, Ability Focus (Mind Rape)
    Environment: Gehenna
    Organization: Solitary
    Challenge Rating: 18
    Treasure: Triple Standard
    Alignment: Neutral Evil
    Advancement: –
    Level Adjustment: –

    Sloth is the ultimate psionic weapon, capable of laying waste to entire battlefields with but a single thought. While physically sluggish and constantly in a dull torpor, Sloth’s psychic might is the only weapon it needs. It is prone to sit in one place on a battlefield, seemingly asleep, while it psychically devastates its opponent. Sloth is vaguely like a minotaur in form, with many spindly legs supporting it and a long, winding tail. Sloth’s eyes rarely open, even when it is awake.

    Aura of Sleep (Su)
    Each round, all creatures within 30 ft. of Sloth must make a DC 30 Will save or fall asleep for as long as they remain within 30 ft. of it. Each round, they may attempt another save to awaken. The save is Charisma-based.

    Manifesting
    Sloth manifests powers as a 15th-level Telepath. Sloth receives 270 power points each day. The save DC of one of Gluttony’s powers is equal to 20 + the power’s level.

    Powers Known
    1st–conceal thoughts, detect psionics, mind thrust, psionic daze, telempathic projection; 2nd–brain lock, detect hostile intent, psionic suggestion, read thoughts; 3rd–body adjustment, dispel psionics, false sensory input, hostile empathic transfer; 4th–aura sight, psionic dominate, schism, telekinetic maneuver; 5th–ectoplasmic shambler, mind probe, psychic crush, shatter mind blank; 6th–mass cloud mind, psionic disintegrate, temporal acceleration; 7th–crisis of life, energy conversion, insanity; 8th–bend reality.

    Mind Rape (Ps)
    As a standard action, Sloth can force its way into a creature’s mind, destroying its psyche. As a standard action, Sloth can mind rape any creature within the range of its telepathy. The creature must make a DC 32 Will save or take 10d6 nonlethal damage and 1d10 points of Wisdom and Charisma burn. Sleeping creatures take a -5 penalty on their save, and take lethal, instead of nonlethal damage. The save is Charisma-based.

    Precognizant Scheme (Su)
    Sloth can peer into the future, allowing him to plot and scheme at an unimaginably complex level. Once per day, as an immediate action, Sloth can announce an event or action performed by its enemies to be part of its precognizant scheme, revealing that it has nefariously manipulated them and seen the result of their actions. At any point in the same encounter, Sloth may apply a +10 scheme bonus to a single dice roll, or increase the DC of one of his powers by 5.

    Psychic Barrier
    Sloth gains a deflection bonus to AC equal to its Intelligence modifier.
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    Default Re: The Sinspliced: The Yugoloth's Secret Weapons [Creatures]

    Pride



    Size/Type: Large Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 25d8+250 (362 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares)
    Armor Class: 28 (-1 size, +1 Dex, +8 masterwork full plate, +10 natural), touch 10, flatfooted 27
    Base Attack/Grapple: +25/+45
    Attack: +2 Unholy Flaming Lance +42 melee (2d8+17 plus 1d6 fire) or +1 Keen Unholy Vorpal Greatsword +41 melee (3d6+16)
    Full Attack: +2 Unholy Flaming Lance +42/+37/+32/+27 melee (2d8+15 plus 1d6 fire) or +1 Keen Unholy Vorpal Greatsword +41/+36/+31/+26 melee (3d6+16)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Master plan, subjugate
    Special Qualities: Acceptable losses, aura of command, daemonic steed, damage reduction 20/epic and good, darkvision 60 ft., immunity to acid and poison, pride unvanquished, resistance to cold 20, electricity 20, and fire 20, spell resistance 35, telepathy 100 ft.
    Saves: Fort +24, Ref +15, Will +17
    Abilities: Str 40, Dex 12, Con 30, Int 16, Wis 16, Cha 24
    Skills: Balance +24, Bluff +35, Climb +38, Diplomacy +35, Intimidate +35, Jump +38, Knowledge (History) +31, Knowledge (The Planes) +31, Listen +31, Ride +24, Spot +31
    Feats: Power Attack, Mounted Combat, Ride-By Attack, Spirited Charge, Trample, Cavalry Charger, Improved Initiative, Dire Charge, Epic Prowess
    Environment: Gehenna
    Organization: Solitary with Daemonic Steed
    Challenge Rating: 24
    Treasure: Triple Standard
    Alignment: Neutral Evil
    Advancement: –
    Level Adjustment: –

    Pride is the ultimate warlord, capable of raising armies of the dead and bolstering their strength. While Wrath or Gluttony might be able to singlehandedly decimate an army, only Pride can create one, and lead it to war. Motivated by the ultimate ambition, Pride will sacrifice any of his troops in order to achieve his ultimate goal. Often spoken of as the Daemonic Knight, Pride could be mistaken for a human under his ornate armor, were it not for his gigantic stature, and the fiend-bred horse upon which he rides. He wields both a flaming lance and a sword that has severed many a head, and switches between the two as the battle calls for.

    Master Plan (Ex)
    Pride is ever-scheming, always seeking to advance his own ambitions. Once per day, as an immediate action, Pride can announce an event or action performed by its enemies to be part of its master plan, revealing that all they have strived for is but another facet of his master plan. At any point in the same encounter, Pride may apply a +15 scheme bonus to a single dice roll, or treat the result of a single d20 roll as being a natural 20.

    Subjugate (Su)
    Pride dominates all who fall before him. Whenever Pride kills a creature, he may choose to raise it as either a Zombie or Skeleton under his control. Pride can control a maximum of 100 HD worth of undead with this ability.

    Acceptable Losses (Su)
    Whenever Pride is damaged, he may choose to redirect half of the damage to a single willing creature within 100 ft. of him.

    Aura of Command (Su)
    Pride’s dark power radiates off of him, bolstering his followers. All evil creatures within 100 ft. of it gain a +4 profane bonus to Strength and Constitution, and any manufactured weapons they wield gain the unholy special ability. In addition, Pride has a constant magic circle against good and unhallow centered on him.

    Daemonic Steed
    Pride rides a steed biothaumaturgically engineered to be the perfect warhorse, a suitable steed for the Warlord of Sin. The Daemonic Steed will not allow anyone but Pride to ride it. Pride can summon the Daemonic Steed to his side from anywhere, even in other planes, as a full-round action. If the Daemonic Steed is killed, Pride can revive it by performing an hour-long profane ritual. The stats for the Daemonic Steed are below:

    Daemonic Steed
    Spoiler
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    Size/Type: Huge Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 15d8+135 (203 hp)
    Initiative: +1
    Speed: 60 ft. (12 squares)
    Armor Class: 21 (-2 size, +1 Dex, +12 natural), touch 9, flatfooted 20
    Base Attack/Grapple: +15/+23
    Attack: Bite +24 melee (2d6+11)
    Full Attack: Bite +24 melee (2d6+11) and 2 Hooves +22 melee (1d12+5)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Breath weapon
    Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to acid and poison, resistance to cold 20, electricity 20, and fire 20, spell resistance 30, telepathy 100 ft.
    Saves: Fort +17, Ref +12, Will +13
    Abilities: Str 32, Dex 12, Con 26, Int 4, Wis 18, Cha 4
    Skills: Intimidate +15, Jump +29, Listen +22, Spot +22, Survival +22
    Feats: Lightning Reflexes, Improved Toughness, Multiattack, Heighten Breath, Maximize Breath, Quicken Breath
    Alignment: Neutral Evil

    Breath Weapon (Su)
    As a standard action, the Daemonic Steed can breathe out a 45 ft. cone of fire that deals 10d6 damage, with a DC 25 Reflex save for half damage. The save is Constitution based. Once the Daemonic Steed has used its breath weapon, it must wait 5 rounds before it can use it again.


    Pride Unvanquished (Su)
    If Pride dies, he may choose to have his soul possess either his Daemonic Steed or one of the undead created with his subjugate ability. When possessing a creature that way, he controls their actions, and uses that creatures physical ability scores and abilities, but his own mental scores. He retains all of that creature’s abilities, but does not retain use of his own. If the creature hosting Pride’s soul is destroyed, then Pride is permanently killed. Otherwise, Pride can reconstruct and reinhabit his own body by performing an hour-long daemonic ritual, during which time his host body is helpless.
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    Default Re: The Sinspliced: The Yugoloth's Secret Weapons [Creatures]

    Wrath



    Size/Type: Medium Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 30d8+300 (435 hp)
    Initiative: +11
    Speed: 30 ft. (6 squares)
    Armor Class: 28 (-1 size, +3 Dex, +8 masterwork full plate, +8 natural), touch 12, flatfooted 25
    Base Attack/Grapple: +30/+46
    Attack: +3 Unholy Bastard Sword +49 melee (2d8+33)
    Full Attack: +3 Unholy Bastard Sword +49/+46/+43/+40 melee (2d8+33)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Dread gaze, merciless, mighty swordsman, psychopath, wrathful outburst
    Special Qualities: Damage reduction 25/epic and good, darkvision 60 ft., immunity to acid and poison, regeneration 10, resistance to cold 40, electricity 40, and fire 40, spell resistance 40, telepathy 100 ft.
    Saves: Fort +21, Ref +15, Will +15
    Abilities: Str 40, Dex 16, Con 28, Int 8, Wis 16, Cha 16
    Skills: Balance +31, Climb +43, Intimidate +44, Jump +43, Listen +36, Spot +36, Tumble +31
    Feats: Power Attack, Improved Sunder, Improved Bull Rush, Combat Reflexes, Improved Initiative, Combat Brute, Shock Trooper, Epic Toughnness, Dire Charge, Epic Prowess, Wield Oversized Weapon
    Environment: Gehenna
    Organization: Solitary
    Challenge Rating: 30
    Treasure: Triple Standard
    Alignment: Neutral Evil
    Advancement: –
    Level Adjustment: –

    Wrath is a triumph of biothaumaturgy and daemonology, a living war machine with the power to slay entire armies single-handedly. Wrath has been mentally conditioned and telepathically altered, warping and twisting its mind to the point where it can contemplate nothing but bloodshed, all while remaining loyal to whoever has bought its services–but only so long as its contract lasts. Wrath is a powerfully muscled figured, with thick, scaly yellow skin and a long, serpentine tail. Its face is emotionless, the only hint of sentience being the gleam in its eyes when it sheds blood. It typically wears a masterwork fullplate emblazoned with daemonic runes, and wields a +3 unholy bastard sword, though it does occasionally change out its armaments. Wrath cannot be negotiated with, deterred, or surrendered to–it will attack without stop, fighting until it is incapable of doing so.

    Dread Gaze (Su)
    Wrath has a powerful gaze attack that breaks the hearts and souls of all who see it. All creatures within a 60 ft. cone must make a DC 28 Will save or take a -4 penalty on attack rolls, saves, ability checks, and skill checks for 5 rounds. Once Wrath has used its gaze attack, it must wait 5 rounds before it can use it again. The DC is Charisma-based, and it increases by 1 for every 5 ranks in Intimidate that Wrath has.

    Merciless (Ex)
    Wrath can wield even the heaviest of weapons as if they were weightless, weaving them in intricate patterns of bloodshed. When making a full attack, the penalty applied to each subsequent attack is only -3, instead of -5.

    Mighty Swordsman (Ex)
    Wrath is a master of all melee weapons. While wielding a one-handed weapon in one hand, or a two-handed weapon in two hands, it applies one and a half times its Strength bonus to all damage rolls. While wielding a light weapon in one or two hands or a one-handed weapon in two hands, it applies twice its Strength bonus on damage rolls. In addition, Wrath is proficient with all weapons, armors, and shields.

    Psychopath (Ex)
    Wrath has been mentally conditioned and telepathically altered to be incapable of understanding morality, any compulsions to disobey its primal drives completely obliterated. It revels in pain, both in causing it and feeling. Every time Wrath damages a creature or is damaged, it gains a +1 madness bonus on all attack and damage rolls, and on all Will saves, until the end of its next turn. These bonuses are cumulative.

    Wrathful Outburst (Ex)
    When reduced to 50 hp or less, Wrath undergoes a violent metamorphosis, growing and becoming more feral, an even more vicious tool of war. It grows four powerful, clawed arms, and its skin is covered with adamant-hard scales. If its hp rises to above 50, it reverts to its normal form. While in its altered form, Wrath’s stats change as follows:

    Size/Type: Huge Outsider (Evil, Extraplanar, Yugoloth)
    Hit Dice: 30d8+480 (615 hp)
    Armor Class: 29 (-2 size, +1 Dex, +8 masterwork full plate, +12 natural), touch 9, flatfooted 28
    Base Attack/Grapple: +30/+62
    Attack: +3 Unholy Bastard Sword +58 melee (2d8+53)
    Full Attack: +3 Unholy Bastard Sword +58/+55/+52/+49 melee (2d8+53)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Dread gaze, merciless, mighty swordsman, psychopath, wrathful outburst
    Special Qualities: Damage reduction 25/epic and good, darkvision 60 ft., immunity to acid and poison, regeneration 10, resistance to cold 40, electricity 40, and fire 40, spell resistance 40, telepathy 100 ft.
    Saves: Fort +27, Ref +13, Will +15
    Abilities: Str 60, Dex 12, Con 34, Int 8, Wis 16, Cha 16
    Skills: Balance +29, Climb +53, Intimidate +44, Jump +53, Listen +36, Spot +36, Tumble +29
    Feats: Power Attack, Improved Sunder, Improved Bull Rush, Combat Reflexes, Improved Initiative, Combat Brute, Shock Trooper, Epic Toughnness, Dire Charge, Epic Prowess, Wield Oversized Weapon, Awesome BlowB

    Regeneration (Ex)
    Good-aligned weapons deal normal damage to Wrath. If Wrath loses a limb or body part, the lost portion regrows in 3d6 minutes. Wrath can reattach the severed member instantly by holding it to the stump.

    Skills
    Wrath has a +8 racial bonus on Intimidate checks.
    Last edited by The Demented One; 2008-06-16 at 10:13 PM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: The Sinspliced: The Yugoloth's Secret Weapons [Creatures]

    all of them are very cool. and the illustrations are icing on the cake.

    i am really wanting to see some sample encounters and stuff--i think mostly because i am trying to get an idea of whatever devious schemes are in your head that are inspiring you to pay so much attention to one of the more mysterious and undervalued fiendish races.

    either way, i like yugoloths, and i like the direction you are taking them.

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    Default Re: The Sinspliced: The Yugoloth's Secret Weapons [Creatures]

    I like them all. A lot.

    One thing I have a question on, however: Did you post the pictures on this board before? Or on the Wizards boards? Because I seem to remember this pictures from a year or so ago, especially Pride, who was the first that you posted here, if I recall correctly.
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    Default Re: The Sinspliced: The Yugoloth's Secret Weapons [Creatures]

    Quote Originally Posted by CrazyFatGoblin View Post
    I like them all. A lot.

    One thing I have a question on, however: Did you post the pictures on this board before? Or on the Wizards boards? Because I seem to remember this pictures from a year or so ago, especially Pride, who was the first that you posted here, if I recall correctly.
    That would have been me. I posted each piece of art some ways back and just now challenged The Demented One to stat them all.
    My Deviantart, Please enjoy it.
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    Default Re: The Sinspliced: The Yugoloth's Secret Weapons [Creatures]

    Quote Originally Posted by Krimm_Blackleaf View Post
    That would have been me. I posted each piece of art some ways back and just now challenged The Demented One to stat them all.
    Ah, I see. Well, your art is fantastic, and Demented One's builds are great. I can really envision the Yugoloths making something like this.
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    Default Re: The Sinspliced: The Yugoloth's Secret Weapons [Creatures]

    The deadly sins have been done many times before in many different ways, but this is far and away the best take on them I've seen. Amazing.

    P.S. Sloth reminds me of Abra from Pokemon . Was that on purpose?

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    Default Re: The Sinspliced: The Yugoloth's Secret Weapons [Creatures]

    Quote Originally Posted by flyingpoo22 View Post
    P.S. Sloth reminds me of Abra from Pokemon . Was that on purpose?
    Nope. And while both are asleep most of the time and have phenomenal psychic powers, Sloth doesn't teleport away before you've even done anything...friggin' Abras.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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    Default Re: The Sinspliced: The Yugoloth's Secret Weapons [Creatures]

    I think they are all very cool, but I do have a question about Wrathful Outburst:

    The statblock says (normal) Wrath has 435 HP. Fine.
    Wrathful Outburst activates when Wrath has <50 HP. Fine.
    So why does that form need an HP line in its stats?
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    Quote Originally Posted by Raging Gene Ray View Post
    You seem to like summoning monsters and watching them beat the everloving crap out of one another.

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    Default Re: The Sinspliced: The Yugoloth's Secret Weapons [Creatures]

    Very creative. I like it a lot. 7 deadly sins....

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