Yugoloth

Called the greediest, most selfish beings in the Outer Planes, yugoloths foul the word “mercenary” by offering their combat prowess to the highest bidder. Yugoloths take joy in inflicting pain on others, and they often serve powerful demons or devils as torturers, messengers, or bodyguards.

Yugoloths speak Abyssal, Draconic, and Infernal.

Combat

In general, yugoloths are focused combatants. They choose one opponent out of a group and attack until it falls, then move on to the next foe. Vigorous fighters, they start with their best attacks and spell-like abilities.

All yugoloth have these traits.

The statistics block below contains details for more than one type of yugoloth. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Piscoloth ⬇️
Medium Outsider (Evil, Extraplanar)
Skeroloth ⬇️
Small Outsider (Evil, Extraplanar)
Hit Dice: 9d8+18 (58 hp) 4d4+4 (22 hp)
Initiative: +4 +7
Speed: 30 ft. (6 squares), swim 20 ft. 40 ft. (8 squares), burrow 20 ft., climb 20 ft.
Armor Class: 24 (+14 natural), touch 10, flat-footed 24 20 (+1 size, +3 Dex, +6 natural), touch 14, flat-footed 17
Base Attack/Grapple: +9/+13 +4/+0
Attack: Pincer +13 melee (2d6+4/19–20/×3) Claw +8 melee (1d3)
Full Attack: 2 pincers +13 melee (2d6+4/19–20/×3) and 8 tentacles +11 melee (paralysis) 4 claws +8 melee (1d3)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Augmented critical, paralysis, spell-like abilities, summon yugoloth Sneak attack +1d6, spell-like abilities, summon yugoloth
Special Qualities: All-around vision, damage reduction 10/good, darkvision 60 ft. outsider traits, spell resistance 20, yugoloth traits Cringe, darkvision 60 ft. outsider traits, yugoloth traits
Saves: Fort +8, Ref +6, Will +6 Fort +5, Ref +7, Will +3
Abilities: Str 19, Dex 11, Con 15, Int 6, Wis 10, Cha 14 Str 11, Dex 16, Con 12, Int 5, Wis 8, Cha 11
Skills: Intimidate +15, Hide +12, Listen +12, Move Silently +12, Search +10, Sense Motive +4, Spot +12, Swim +12 Climb +15, Hide +18, Listen +6, Move Silently +14, Spot +6; racial bonuses
Feats: Multiattack, Improved Initiative, Power Attack, Skill Focus (Intimidate) Improved Initiative, Weapon Finesse
Environment: Any land and underground (Hades) Any land and underground (Hades)
Organization: Solitary, squad (4–8), or platoon (10–18) Solitary, squad (4–8), or platoon (10–18 plus 1 piscoloth)
Challenge Rating: 9 3
Treasure: Standard Standard
Alignment: Always neutral evil Always neutral evil
Advancement: 10–18 HD (Medium); 19–27 HD (Large) ♊ 5–10 HD (Medium); 11–15 HD (Large) ♊
Level Adjustment: — —

Piscoloth • Skeroloth

Piscoloth ⬆️

Sergeants and overseers of the yugoloth armies, piscoloths hold dictatorial sway over companies of lesser yugoloths.

The fish-tailed, walleyed piscoloth has the red, chitinous body of a lobster, the talons of a bird, and the head of a carrion crawler. The piscoloth’s arms, though humanoid, end in a set of crablike pincers.

Cruel, hateful bullies, piscoloths keep order in the yugoloth armies⁠—​a task well suited to their petty and tyrannical demeanor.

Combat

Piscoloths drive the direct tactics of the yugoloth armies. They wade into battle, using their stinking cloud ability and their incredibly sharp pincers to great effect. Typically in charge of lesser yugoloths, piscoloths usually order their subordinates into combat before entering the fray themselves.

A piscoloth can be summoned using a summon monster VII spell.

Augmented Critical (Ex): A piscoloth’s pincer attack threatens a critical hit on a natural attack roll of 19–20. On a successful critical hit with a pincer attack, it deals triple damage.

Paralysis (Ex): Those hit by a piscoloth’s tentacle attack must make a Fortitude save (DC 16) or be paralyzed for 2d6 minutes.

Spell-Like Abilities: At will⁠—​blink, fear, detect good, detect magic, protection from good, scare, see invisibility; 3/day⁠—​meld into stone, phantasmal killer, stinking cloud. Caster level 9th; save DC 12 + spell level.

Twice per day, a piscoloth can use greater teleport (self plus maximum load of objects only) as the spell cast by a 9th-level sorcerer.

Summon Yugoloth (Sp): Three times per day, a piscoloth can attempt to summon 4 skeroloths with a 60% chance of success (result of 41–100 on d%). See Summon Yugoloth for general rules.

Source: Fiend Folio, page 196. Changes applied as per the D&D® v.3.5 Accessory Update.

Skeroloth ⬆️

Spies, thieves, infiltrators, and wretched scum, the skeroloths are the dregs of the yugoloth armies. They serve because they must, fawning over the nearest powerful yugoloth and betraying former masters whenever given a glimpse of richer rewards. Skeroloths are quick to attack those they think weak, and even quicker to cry out for mercy when threatened by more powerful foes.

The insectoid skeroloth has six legs and moves about equally well on two, four, or all six of its limbs. The pale redgray skin of a skeroloth fades to a milky white whenever the creature is frightened, which is nearly all the time.

Other yugoloths regard skeroloths as weak and worthless. Although they are driven into battle ahead of more formidable fighting units, no one really thinks of the wretches as a real fighting force. Skeroloths are at their most useful as spies, and they are often sent on scouting missions.

A skeroloth can be summoned using a summon monster IV spell.

Combat

Hiding and ambushing is about all skeroloths know of fighting. Often herded into battle by more powerful yugoloths, skeroloths are unreliable combatants unless it appears they have the upper hand. When they encounter creatures weaker than themselves, groups of skeroloths swarm over them, dragging down larger foes with sheer numbers.

Spell-Like Abilities: At will⁠—​daze, detect good, jump; 3/day⁠—​burning hands, expeditious retreat. Caster level 4th; save DC 10 + spell level.

Summon Yugoloth (Sp): Once per day, a skeroloth can attempt to summon 1 skeroloth with a 40% chance of success (result of 61–100 on d%). See Summon Yugoloth for general rules.

Cringe (Su): As a standard action, a skeroloth can cower in fear. This is a mind-affecting effect. Any opponent attempting to strike or otherwise directly attack a cringing skeroloth, even with a targeted spell, must attempt a Will save (DC 12). If the save succeeds, the opponent can attack normally and is immune to the effect of that skeroloth’s cringing for one day. If the save fails, the opponent can’t follow through with the attack, that part of the attacker’s action is lost, and the attacker can’t directly attack that skeroloth for as long as it continues to cringe. If the skeroloth stops cringing and then cringes again, the opponent may attempt a new Will save to attack it.

Skills: Skeroloths have a +4 racial bonus on Hide and Move Silently checks. Skeroloths also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Source: Fiend Folio, page 197. Changes applied as per the D&D® v.3.5 Accessory Update.