KING
Yochlol

Yochlol

Fiend · Crown of Deception

T4d10Major

Demoness servants of Lolth, yochlol shift forms to deceive, spewing acid and summoning spiders in drow intrigues.

Tier 4  ·  Role Major  ·  Pool Vigor 7 / Vitality 8  ·  AC 12  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC127 base + 5 Sense
Vigor7Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 + d8rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit15+Cunning 20
StatScoreModDie
Body18+4d8
Mind18+4d8
Sense20+5d10
Heart16+3d6
Cunning20+5d10
Fate8-1-d3

Passives

Passive

Spellcasting (Lolth's Veil-Weaving)

The yochlol weaves its mistress's web-sorcery, a demoness's craft of deceit and domination that reaches any mind it can see. It has advantage on saves against spells.

Passive

Shapechanger

Can assume any humanoid form, a giant spider form, or its true amorphous form as a maneuver. In spider form it climbs any surface and ignores webs.

Maneuvers

Maneuver

Domination

Fixes its gaze on a creature within 60 ft, speaking directly to the obedient part of the mind. The target makes a Mind save (DC 17) or obeys the yochlol's telepathic commands until the end of its next turn. Taking damage breaks the hold.

Maneuver

Summon Beast

Calls giant spiders up from the dark corners of the web. The skittering swarm crawls out to harry the yochlol's enemies; a creature ending its turn among them makes a Body save (DC 17) or takes 4 damage, or takes 1 Vigor damage on a success.

Tactics

GM tactics

Infiltrates in humanoid form, gathering intel. Reveals its true form to terrify. Uses Domination on party leaders. Summons spiders to overwhelm, then takes spider form and climbs clear of the melee. Serves Lolth's schemes absolutely.

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 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 15+ (Cunning 20).
  • 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.