Nycaloth (CR 10)
AC: 23 (-1 size, +2 Dex, +12 natural), touch 11, flat-footed 21
Hit Dice: 14d8+98 (161 hp); DR: 10/good
Fort +16, Ref +11, Will +11
Speed: 40 ft., fly 90 ft. (good)
Space: 10 ft./10 ft.
Base Attack +14; Grapple +23
Attack: Claw +15 melee* or +2 greataxe +18 melee*
Full Attack: +2 greataxe +18/+13/+8 melee* and 2 claws +10 melee* or 4 claws +15 melee*
Damage: +2 greataxe 3d6+15/x3*, claws (2) 1d6+5 plus bleeding wounds*, 4 claws 1d6+8 plus bleeding wounds* (*Includes adjustments for Power Attack feat.)
Special Attacks/Actions: Bleeding wounds, rake +15 (1d6+5)*, improved grab, liftoff, spell-like abilities, summon yugoloth
Abilities: Str 20, Dex 14, Con 25, Int 13, Wis 10, Cha 16
Special Qualities: immunity to poison and acid, resistance to cold 10, fire 10, and electricity 10, SR 24
Feats: Alertness; Flyby Attack; Iron Will; Mobility; Power Attack; Weapon Focus (greataxe)
Skills: Bluff +13, Concentration +17, Diplomacy +13, Hide +8, Intimidate +24, Jump +19, Knowledge (arcana) +11, Knowledge (the planes) +11, Listen +19, Move Silently +12, Search +11, Sense Motive +10, Spellcraft +11, and Spot +19
Advancement: 15-24 HD (large); 25-33 HD (Huge)
Climate/Terrain: Bleak Eternity of Gehenna
Organization: Solitary or squad (4-8)
Treasure/Possessions: Half coins, half goods, double items plus +2 greataxe
Monster Manual III
Bleeding Wounds (Ex): A wound from a nycaloth's claw attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple claw wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure spell or other healing spell (heal, mass heal, and so on).
Improved Grab (Ex): To use this ability, a nycaloth must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can attempt to either deal damage with its claws, rake the grappled target (see below), or use its liftoff ability (see below).
Liftoff (Ex): A nycaloth can only use this ability when airborne. A nycaloth that gets a hold on a nonflying opponent of Medium or smaller size can ascend with the grappled creature. When carrying a medium load (a creature weighing between 267 and 532 pounds), the nycaloth's fly speed drops to 60 feet and it takes a -3 penalty on Hide and Move Silently checks; these penalties worsen to -6 with a heavy load (a creature weighing between 533 and 800 pounds). A nycaloth can't carry a load of more than 800 pounds.
Rake (Ex): Attack bonus +15, damage 1d6+5. A nycaloth that gets a hold can make two rake attacks with its hind legs. This includes using the Power Attack feat to take a -3 penalty on its attack rolls and gain +3 on damage rolls.
Spell-Like Abilities: At will - deeper darkness, desecrate, fear (DC 17), invisibility, mirror image, see invisibility, greater teleport (self plus 50 pounds of objects only).
Summon Yugoloth (Ex): Once per day, a nycaloth can attempt to summon another nycaloth or 1d3 mezzoloths with a 30% chance of success.
Immunities (Ex): Nycaloths are immune to poison and acid.
Telepathy (Su): Nycaloths can communicate telepathically with any creature within 100 feet that has a language.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Possibly the greediest, most selfish beings in the Outer Planes, yugoloths reign supreme among the evil outsiders of Gehenna.
Traits: A yugoloth possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to acid and poison.
- Resistance to cold 10, electricity 10, and fire 10.