KING
Yagnoloth

Yagnoloth

Fiend · Crown of Wrath

T3d8Major

Monstrous demon butchers, yagnoloths cleave with greataxes, flesh regenerating.

Tier 3  ·  Role Major  ·  Pool Vigor 5 / Vitality 6  ·  AC 14  ·  ATK +5  ·  Save DC 15  ·  Dmg d8

AC1410 base + 4 Sense
Vigor5Tier + Heart mod, regenerates
Vitality62 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+5d20 + bonus vs AC, two or three a turn
Damaged8crit 2d8
Save DC15Tier 3 DC
Crit17+Cunning 16
StatScoreModDie
Body20+5d10
Mind8-1-d3
Sense18+4d8
Heart14+2d4
Cunning16+3d6
Fate16+3d6

Passives

Passive

Fiendish Resilience

Resistant to cold, fire, and lightning damage. Immune to poison damage.

Passive

Regeneration

Regains 1 Vigor at the start of its turn unless a blessed weapon or holy water harmed it since its last turn.

Maneuvers

Maneuver

Life Leech

Clamps its massive arm on a creature within 10 ft and drinks its warmth. The target makes a Body save (DC 15); on a failure it takes 3 damage and the yagnoloth regains 1 Vigor, on a success it takes 1 Vigor damage.

Maneuver

Mercenary Orders

Bellows a command. Allied Minors within 30 ft immediately move up to half their speed.

Tactics

GM tactics

Yugoloth mercenary commanders. Drains life to heal. Bellows Mercenary Orders to shove its hirelings back into the line.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 3 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d8. A crit rolls two: 2d8.
  • Crits on a natural 17+ (Cunning 16).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.