Piscoloth (CR 9)
Medium Outsider (Evil and Extraplanar)
Alignment: Always neutral evil
Initiative: +4; Senses: all-around vision, Listen +12, and Spot +12
Languages: Telepathy 100 ft.
AC: 24 (+14 natural), touch 10, flat-footed 24
Hit Dice: 9d8+18 (58 hp); DR: 10/good
Fort +8, Ref +6, Will +6
Speed: 30 ft., swim 20 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +13
Attack: Pincer +13 melee
Full Attack: 2 pincers +13 melee and 8 tentacles +11 melee
Damage: Pincer 2d6+4/19-20/x3, tentacle paralysis
Special Attacks/Actions: Augmented critical, paralysis, spell-like abilities, summon yugoloth
Abilities: Str 19, Dex 11, Con 15, Int 6, Wis 10, Cha 14
Special Qualities: outsider traits, SR 20, yugoloth traits
Feats: Multiattack; Improved Initiative; Power Attack; Skill Focus (Intimidate)
Skills: Hide +12, Intimidate +15, Listen +12, Move Silently +12, Search +10, Sense Motive +4, Spot +12, and Swim +12
Advancement: 10-18 HD (Medium-size); 19-27 HD (Large)
Climate/Terrain: Any land and underground (Hades)
Organization: Solitary, squad (4-8), or platoon (10-18)
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 or 1d3 mezzoloths with a 30% chance of success. Summoned creatures remain for 1 hour, then return whence they came. A yugoloth that is itself summoned cannot use its own summon ability for 1 hour.
Outsider Traits: A yugoloth has darkvision (60-foot range). It cannot be raised or resurrected (though a wish or miracle spell can restore life).
Yugoloth Traits: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 10. Yugoloths can communicate telepathically with any creature within 100 feet that has a language.
Skills: Piscoloths have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.
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.