Nycaloth Commander (CR 17)
AC: 33 (-2 size, +2 Dex, +7 +2 breastplate, +16 natural), touch 10, flat-footed 31
Hit Dice: 25d8+250 (362 hp); DR: 10/good
Fort +24, Ref +16, Will +17
Speed: 40 ft., fly 90 ft. (good) (30 ft. in +2 breastplate, fly 60 ft. [good])
Space: 15 ft./15 ft.
Base Attack +25; Grapple +40
Attack: Claw +27 melee* or +2 greataxe +30 melee*
Full Attack: +2 greataxe +30/+25/+20/+15 melee* and 2 claws +22 melee* or 4 claws +27 melee*
Damage: +2 greataxe 4d6+18/19-20/x3*, 2 claws 1d8+6 plus bleeding wounds* or 4 claws 1d8+6 plus bleeding wounds* (*Includes adjustments for Power Attack feat.)
Special Attacks/Actions: Bleeding wounds, rake +27 (1d8+6)*, improved grab, liftoff, spell-like abilities, summon yugoloth
Abilities: Str 24, Dex 14, Con 30, Int 12, Wis 13, Cha 18
Special Qualities: immunity to poison and acid, resistance to cold 10, fire 10, and electricity 10, SR 24
Feats: Alertness; Awesome Blow; Cleave; Flyby Attack; Improved Bull Rush; Improved Critical (greataxe); Iron Will; Mobility; Power Attack; Weapon Focus (greataxe)
Skills: Bluff +20, Concentration +25, Diplomacy +20, Hide +9, Intimidate +30, Jump +24, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +26, Move Silently +17, Search +17, Sense Motive +17, Spellcraft +17, and Spot +26
Advancement: 26-33 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 and +2 breastplate
Monster Manual III
Liftoff (Ex): A nycaloth commander can lift large or smaller opponents. A medium load is between 936 and 2,132 pounds. A heavy load is between 2,133 and 2,800 pounds. A nycaloth commander can't carry a load of more than 2,800 pounds.
Rake (Ex): Attack bonus +27, damage 1d8+6. A nycaloth commander 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 18), invisibility, mirror image, see invisibility, greater teleport (self plus 50 pounds of objects only).
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.