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Medium-Size Outsider (Evil)
Hit Dice: 6d8+12 (43 hp)
Initiative: +6 (+2 Dex,+4 Improved Initiative)
Speed: 45 ft.
Armor Class: 20 (+2 Dex, +8 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 claws +9 melee, bite +7 melee; or tongue +9 melee
Space/Reach: 5 ft. by 5 ft./5 ft. (20 ft. with tongue)
Special Attacks: Spell-like abilities, entangle, bite, summon yugoloth
Special Qualities: Damage reduction 10/+1, yugoloth qualities,blindsight 240 ft., SR 16, telepathy, scent
Saves: Fort +7, Ref +7, Will +7
Abilities: Str 17, Dex 14, Con 14, Int 6, Wis 14, Cha 14
Skills: Climb +8, Concentration +7, Intimidate +7, Jump +8, Listen +10, Wilderness Lore +7, Spot +10
Feats: Improved Initiative, Multiattack, Track
Environment: Gehenna, Gray Waste or any land and underground
Organization: Solitary or scouts (1-3)
Challenge Rating: 6
Treasure: None
Alignment: Neutral Evil
Advancement: 7-9 HD (Medium-size); 10-18 HD (Large)
Level Adjustment: 0
Canoloths are specialized yugoloths who serve as scouts, skirmishers, and trackers for yugoloth mercenary companies. They're not as common as the mezzoloths or dergholoths that make up the bulk of these units, but a couple of canoloths can greatly increase the effectivness of a yugoloth company by providing the piscoloth or nycaloth commanders with excelent intelligence and reconnaissance reports. Canoloths resemble great semi-insectile mastiffs, their hulking forms plated in chitinous armor. Their bodies have a distinctly bulldog-like shape to them, with massive jaws and short, squat, forelegs. Their mouths are made up of both a horizontal set of teeth and a vertical set of teeth just behind, and a vile barbed tongue often lolls out of the creature's mouth. The canoloth's nostrils're gaping wounds in front of its skull, and it has no eyes; instead they rely on their uncanny senses of smell and hearing to find their quarry. CombatEntangle (Ex): Canoloths can entangle victims with a successful strike of their tongue. This draws the stuck opponent to canoloth's mouth in one round and gives a canoloth a +4 attack bonus with its bite in that round. The victim can escape by making a successful Escape Artist check (DC 22)or Strength check (DC 17).Bite (Ex): A Canoloth's bite destroys armor on a natural attack roll of 19 or 20. Magical armor is allowed a Fortitude save (DC 20).Summon Yugoloth (Sp): Once per day a canoloth can attempt to summon 1d4 canoloths or 1d3 mezzoloths with a 50% chance of succes.Telepathy (Su): Canoloths communicate with telepathy. This telepathy has a range of 100 yards.Immunities (Ex): Acid, fire, poison, and iron weapons.Spell-Like Abilities: At will - alter self, animate dead, charm person, contagion, darkness, fear, minor image, passwall, produce flame and teleport withour error; Once per day - cloudkill and shout. These abilities are as the spells cast by a 10th level sorcerer (save DC 12 + spell level).Weakness (Ex): Double damage from cold.Habitat/SocietyAlthough canoloths are among the weakest yugoloths, they're considered valuable by the leaders of the yugoloth armies. It's notuncommon for greater yugoloths to have several canoloths at their beckand call; canoloths make excellent guards, assassins or retrievers.Their lack of intelligence makes canoloths the most loyal of therace, and they'll follow the orders of their masters to the death - a rare trait among the lesser yugoloths.0EcologyIt's thought that canoloths are created from particulary courageous mezzoloths, but there's little to substantiate this.Some spells of binding and entrapment make use of a piece of the tongue of a canoloth; the organ will bring about 1000 gp in the right market.

Fore more information, see the Planescape Monstrous Compendium Appendix II (pg. 126-127).

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