Yochlol (CR 5)
Medium Outsider (Chaotic, Evil, and Extraplanar)
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +11, and Spot +11
Languages: Abyssal, Drow, Common, Undercommon; Telepathy 100 ft.
AC: Humanoid form 17 (+2 Dex, +5 drow chainmail) Spider form 16 (+2 Dex, -1 size, +5 natural) Ooze form 12 (+2 Dex) Gaseous form: 11 (+2 Dex, -1 size)
Hit Dice: 6d8+6 (33 hp)
Fort +6, Ref +7, Will +7
Speed: 30 ft. (climb 20 ft. in spider form)
Space: 5 ft./5 ft.; spider form 5 ft. by 10 ft./5 ft.
Base Attack +6; Grapple +10
Attack: Humanoid form: short sword +10/+5 melee; or crossbow +8/+3 ranged; Spider form: bite +9 melee; Ooze form: 8 tentacles +10 melee; Gaseous form: none
Full Attack: Humanoid form: short sword +10/+5 melee; or crossbow +8/+3 ranged; Spider form: bite +9 melee; Ooze form: 8 tentacles +10 melee; Gaseous form: none
Damage: Short sword 1d6+4; crossbow 1d4; tentacle 1d4+4 1d8+6 plus poison
Attack Options: Combat Expertise
Abilities: Str 19, Dex 14, Con 13, Int 14, Wis 15, Cha 16
Special Qualities: Lolth's favor, mind blank, rapid shapeshifter; immunities: acid, electricity, mind-affecting spells and effects, poison
Feats: Blind-fight; Combat Casting; Dodge
Skills: Bluff +12, Climb (in spider form) +12, Concentration +10, Diplomacy +16, Intimidate +14, Knowledge (religion) +11, Knowledge (the planes) +11, Listen +11, Sense Motive +13, Spellcraft +11, and Spot +11
Advancement: 7-12 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Solitary or brood (2-5)
Spell-Like Abilities (Sp): Yochlols can use the following spell-like powers at will, casting as 8th-level sorcerers (save DCs are 16): charm person, darkness, desecrate, spider climb, stone shape, teleport without error, and web.
Psionics (Sp): In addition to their spell-like abilities, yochlols have psionic powers that they can use at will as 8th-level sorcerers: domination, detect thoughts, and mind blank.
Spider Poison (Ex): Those hit by the bite attack of a yochlol in spider form must succeed at a Fortitude save (DC 14) or be injected with poison. The initial damage is 1d6 points of temporary Constitution damage, and the secondary damage is 2d6 points of temporary Constitution damage.
Gaseous Form (Ex): Yochlols can transform themselves into a large column of gas, 10 feet tall and s feet in diameter. This form is exactly like that produced by a gaseous form spell. Creatures that come into contact with the yochlol in gaseous form are affected as if by a stinking cloud spell. When in gaseous form, yochlols may communicate with their native plane (as if using the contact other plane spell).
Telepathy (Su): Yochlols can communicate telepathically with any creature within 100 feet that has a language.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic 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 a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
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.