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| cwslyclgh07-07-03, 04:18 AM | Welcome to the 55th installment of Monster of the Week, this weeks I present a yugoloth for your pleasure. let me know what you think of this weeks monster, whether you like it or not, tell me what is good about it and what isn't... your fedback is alwyas welcome. Wes :) (ps I am leaving to go camping wednesday morning, and will not be home until sunday, so do not be offended if you respond, but it takes ma a while to get back to you.) Crainoloth (Yugoloth) Large Outsider (Evil) Hit Dice: 10d8+40 (85 hp) Initiative: +7 (+7 Int) Speed: 0 ft. AC: 19 (-1 size, +10 Natural) Attacks: None Damage: None Face/Reach: 10ft./0ft. Special Attacks: Mind Drain Gaze, Spell-like Abilities, Summon Yugoloths Special Qualities: Yugoloth Qualities, Damage Reduction 20/+2, Telepathy, True Seeing, SR 22 Saves: Fort: +11, Ref: --, Will: +13 Abilities: Str:--, Dex: --, Con: 18, Int: 24, Wis: 19, Cha: 21 Skills: Bluff +15, Concentration +18, Diplomacy +19, Intimidate +19, Knowledge (Arcana) +21, Knowledge (Any 3) +21, Scry +21, Sense Motive +18, Spellcraft +21 Feats: Ability Focus (Mind Drain Gaze), Empower Spell-Like Ability (unholy blight) (Savage Species), Iron Will, Pervasive Gaze (Savage Species) Climate/Terrain: The lower planes Organization: solitary Challenge Rating: 12 Treasure: none Alignment: Always Neutral Evil Advancement Range: 11-30 HD (large) The advisors to the most powerful of yugoloths, Crainoloths hold positions of authority and respect in Yugoloth society. Few creatures of the lower planes are better at coming up with plots and plans to further themselves or those they serve. The Crainoloths truly are the brains behind many of the Yugoloth schemes. A Crainoloth appears as a vast, disgusting brain, nearly ten feet long, covered foul smelling in orange-red slime. Eight eyestalks grow radialy off of the body, and these are the only parts of the creature that can move without magical aid. Lacking a mouth, or any orifices for that matter, a Crainoloth cannot speak; they must use their telepathy to communicate. COMBAT A Crainoloth will normally surround itself with all manner of underlings to do its bidding, and is also usually provided with bodyguards by its employer. If it senses an eminent danger to its self however, it will not hesitate to strike out with its spells and spell-like abilities. There has been a great deal of speculation as to what if anything these creatures get sustenance from, but the current theories hold that they get it from draining the intelligence of others with their gazes. Mind Drain Gaze (Su): 1d6 points of permanent Intelligence drain, 30 ft, Will save (DC 22) negates. If a creature is drained to 0 Intelligence by the Crainoloth the Crainoloth automatically learns everything from the creatures mind as if it had used the spell Mind Rape (See Book of Vile Darkness, if you do not have access to this book, basically the Crainoloth now knows every thing the creature knows or ever knew). Having eight eyes doesn’t entitle the Crainololth to extra gaze attempts. Spell-Like Abilities (Sp): At will—confusion, dispel magic, dominate person, fear, fly, greater scrying, hold monster, legend lore, levitate, mage hand, mind fog, repulsion, telekinesis, teleport with out error (Self plus 50 pounds of objects only), and unholy blight; These abilities are as the spells cast by a 15th level sorcerer (save DC 15 + spell level) Telepathy (Su): A Crainoloth can communicate telepathically with any creature with in 100 feet that has a language. True Seeing (Su): Crainoloths continuously have True Seeing as the spell cast by a 20th level sorcerer. Summon Yugoloth (Sp): Once per day a Crainoloth can attempt to summon a Piscoloth (See Fiend Folio) or 1d4 Mezzoloths (See Manual of the Planes) with a 65% chance of success. Summoned creatures automatically return from whence they came after 1 hour. A Yugoloth that has just been summoned cannot use its own summoning ability for 1 hour. Yugoloth Qualities: Immune to Poison and Acid; Resistance 20 to Cold, Fire and Electricity. |
| cwslyclgh07-07-03, 06:09 PM | no yugoloth fans huh? |
| Dr_Draco07-07-03, 07:50 PM | Looks cool :cool:. I think I might work them into a later campaign. I've never based one around Yugoloths, but they seem so interesting (from the ones I've seen). A question though: Face/Reach: 10ft./0ft. Is the face 10ft. x 10ft.? 10x5? 10x2.5? Also, do you mind if I make a Psi-version of them and place in on this thread? Crainoloths would definitely work as a psionic monster :88E:. :behold: Dr. D |
| cwslyclgh07-07-03, 08:28 PM | in 3.0 I would make them 5x10 (large-long) Also, do you mind if I make a Psi-version of them and place in on this thread? go for it! I'll be intrested in what you come up with :) |
| Shemeska the Marauder07-07-03, 11:07 PM | Its an interesting idea, but for some reason it just rubs me the wrong way. It seems like it would be hedging on the territory more or less of the Arcanoloths as plotters, schemers and agents of the Ultraloths. As statted, they've got a higher base Int than both Arcanoloth and Ultraloth, which also strikes me as odd. *shrug* And also the Ultraloths have always been the giant brained, unspeaking masters of manipulation and mental control. They've got no face beyond their eyes to really speak of, no conventional emotions to show if they even have them at all. But always present in the humbling telepathic ability they have that can all but cow those they issue orders to. The Crainoloth seems to be hedging into that territory as well. And as I've always seen them, individual Yugoloths are fiercely territorial of the positions they carve out for themselves amid the loose heirarchy of the planes of conflict (Gehenna, The Waste, Carceri). It's an interesting idea, but I'd further place restrictions on the critters to keep them firmly under the leash of whichever greater Yugoloth is using it at the moment. For example, I've had ideas of the 'loths keeping living brains alive to store information within Khin-Oin and the Tower of the Arcanoloths on Chamada in Gehenna. Along with the miles of living petitioners flayed, branded, and written upon like scrolls, the brains keep a single or a series of memories accessed by the telepathy of the two highest greater Yugoloths. The crainoloth seems a tad similar to that idea. Besides, of all the fiendish races, the 'loths always seemed to do the most of creature breeding/crossbreeding and living constructs and objects. Anyways, thats my take on the matter as a firm worshipper of all things Yugolothy. Keep the ideas flowing. :) *fiendish preen* |
| Dr_Draco07-08-03, 02:55 AM | This version is pretty much just like yours, cwslyclgh. Most of the magic stuff has been renamed to it's psionic equivalent. Also, a few additions were made. (Note that I haven't tried to make this more like 3.5. I'm not familiar with all those changes as of yet, so it's basically in 3.0 format. Which isn't really a lot different than 3.0 when I think about it.) Crainoloth (Yugoloth) (Psionic Version) Large Outsider (Evil) Hit Dice: 10d8+40 (85 hp) Initiative: +7 (+7 Int) Speed: 0 ft. AC: 23 (-1 size, +10 Natural, +4 Inertial Armor) Attacks: None Damage: None Face/Reach: 5ft. x 10ft./0ft. Special Attacks: Mind Drain Gaze, Psionics, Summon Yugoloths Special Qualities: Yugoloth Qualities, Damage Reduction 20/+2, Telepathy, True Seeing, PR 22 Saves: Fort: +11, Ref: --, Will: +13 Abilities: Str:--, Dex: --, Con: 18, Int: 24, Wis: 19, Cha: 21 Skills: Bluff +15, Concentration +18, Diplomacy +19, Intimidate +19, Knowledge (Psionics) +21, Knowledge (Any 3) +21, Remote View +21, Sense Motive +18, Psicraft +21 Feats: Ability Focus (Mind Drain Gaze), Empower Spell-Like Ability (unholy blight) (Savage Species), Iron Will, Pervasive Gaze (Savage Species), Inertial Armor (Psionics Handbook) (B) Climate/Terrain: The lower planes Organization: solitary Challenge Rating: 13 Treasure: none Alignment: Always Neutral Evil Advancement: 11-30 HD (large) The advisors to the most powerful of yugoloths, Crainoloths hold positions of authority and respect in Yugoloth society. Few creatures of the lower planes are better at coming up with plots and plans to further themselves or those they serve. The Crainoloths truly are the brains behind many of the Yugoloth schemes. A Crainoloth appears as a vast, disgusting brain, nearly ten feet long, covered foul smelling in orange-red slime. Eight eyestalks grow radialy off of the body, and these are the only parts of the creature that can move without magical aid. Lacking a mouth, or any orifices for that matter, a Crainoloth cannot speak; they must use their telepathy to communicate. COMBAT A Crainoloth will normally surround itself with all manner of underlings to do its bidding, and is also usually provided with bodyguards by its employer. If it senses an eminent danger to its self however, it will not hesitate to strike out with its spells and spell-like abilities. There has been a great deal of speculation as to what if anything these creatures get sustenance from, but the current theories hold that they get it from draining the intelligence of others with their gazes. Mind Drain Gaze (Su): 1d6 points of permanent Intelligence drain, 30 ft, Will save (DC 22) negates. If a creature is drained to 0 Intelligence by the Crainoloth the Crainoloth automatically learns everything from the creatures mind as if it had used the spell Mind Rape (See Book of Vile Darkness, if you do not have access to this book, basically the Crainoloth now knows every thing the creature knows or ever knew). Having eight eyes doesn't entitle the Crainololth to extra gaze attempts. Psionics (Sp): At will-confusion, negate psionics, domination, fear, fly, hold monster*, legend lore*, levitate, far hand, mind fog*, remote view trap, remote viewing, repulsion*, telekinesis, teleport with out error (Self plus 50 pounds of objects only), and unholy blight*; These abilities are as the powers manifested by a 15th level psion (save DC 15 + power level). Attack/Defense Modes (Sp): At will-mind blast, psychic crush/mental barrier, empty mind. Alterations (Sp): 3/day-condition alteration (dread), origin alteration. * These are not psionic powers, but spells. However, they are manifested as psionic powers. Telepathy (Su): A Crainoloth can communicate telepathically with any creature with in 100 feet that has a language. True Seeing (Su): Crainoloths continuously have True Seeing as the power manifested by a 20th level psion. Summon Yugoloth (Sp): Once per day a Crainoloth can attempt to summon a Piscoloth (See Fiend Folio) or 1d4 Mezzoloths (See Manual of the Planes) with a 65% chance of success. Summoned creatures automatically return from whence they came after 1 hour. A Yugoloth that has just been summoned cannot use its own summoning ability for 1 hour. Yugoloth Qualities: Immune to Poison and Acid; Resistance 20 to Cold, Fire and Electricity. Changes from cwslyclgh's original: Special Attacks/Qualities: SR --> PR Spell-Like Abilities --> Psionics Feats: Inertial Armor added as a Bonus Feat. Skills: Knowledge (Arcana) --> Knowledge (Psionics) Scry --> Remote View Spellcraft --> Psicraft CR: 12 --> 13 Abilities: True Seeing - Now as the psionic power as opposed to the spell (same effect, though). Psionics: Greater Scrying --> Remote View Trap Added Remote Viewing power. Added a section for Combat Modes (Attack, Defense, and Alteration). |
| cwslyclgh07-08-03, 03:35 PM | Looks awesome Dr. D :) |
| Willie the Duck07-08-03, 04:21 PM | look out! It's the Mother Brain! :D Looks cool, but most Crainoloths never enter combat (being schemers kept away from the fray), so they wouldn't use their gaze except to feed (IF they need to), so their bodyguards at least would know if they need to or not. |
| cwslyclgh07-08-03, 10:26 PM | but most Crainoloths never enter combat true they are mostly just big immobile brains... |