Canoloth (CR 5)
AC: 18 (+8 natural), touch 10, flat-footed 18
Hit Dice: 6d8+24 (51 hp); DR: 5/good
Fort +9, Ref +5, Will +8
Speed: 50 ft.
Space: 5 ft./5 ft. (tongue up to 20 ft.)
Base Attack +6; Grapple +10
Attack: Tongue +11 melee
Full Attack: Tongue +11 melee and bite +8 melee
Damage: Tongue 1d4+4, bite 2d6+2
Special Attacks/Actions: Improved grab, paralysis, spell-like abilities, summon yugoloth
Abilities: Str 19, Dex 10, Con 19, Int 5, Wis 17, Cha 12
Special Qualities: immunities, resistance to cold 10, fire 10, and electricity 10, SR 18
Feats: Improved Initiative; Multiattack; Track; Weapon Focus (tongue)
Skills: Hide +5, Intimidate +10, Jump +21, Listen +12, Move Silently +4, and Spot +12
Advancement: 7-10 HD (Medium); 11-15 (Large)
Climate/Terrain: Bleak Eternity of Gehenna
Organization: Solitary or pack (3-8)
Monster Manual III
Spell-Like Abilities: At will - cause fear, desecrate, detect good, detect magic. These abilities are as the spells cast by a 5th-level sorcerer (save DC = 11 + spell level).
Blindsight (Ex): Canoloths can ascertain all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment (see Concealment in Chapter 8 of the Player's Handbook).
Canoloths are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence and overpowering odors (such as stinking cloud, cloudkill, or incense-heavy air). Negating a canoloth's sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both senses are negated, the canoloth is effectively blinded.
Improved Grab (Ex): To use this ability, the canoloth must hit with its tongue attack. It can pull a grabbed opponent of Medium-size or smaller into its mouth on the same round and make a bite attack. The canoloth can establish a hold with a successful attack even if the victim isn't paralyzed (see below).
Paralysis (Ex): Those hit by a canoloth's tongue attack must succeed at a Fortitude save (DC 12) or be paralyzed for 1d6+2 minutes.
Summon Yugoloth (Ex): Once per day a canoloth can attempt to summon a mezzoloth or 1d3 canoloths with a 40% 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. Summoning a yugoloth poses a serious risk. There is a 25% chance that a summoned yugoloth turns on its summoner, attacking immediately (and hoping for a reward from whoever was threatening the first yugoloth).
Immunities (Ex): Yugoloths are immune to poison and acid. Canoloths are also immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Resistances (Ex): Yugoloths have cold, fire, and electricity resistance 20.
Telepathy (Su): Yugoloths 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.