Nycaloth

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Large Outsider (Evil)
Hit Dice: 11d8+22 (79 hp)
Initiative: +6 (+2 Dex,+4 Improved Initiative)
Speed: 30 ft., fly 90 ft. (average)
Armor Class: 26 (+2 Dex, +15 natural,-1 size)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 claws +18 melee; or by weapon +18/+13/+8
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, wounding, summon yugoloths, fear
Special Qualities: Damage reduction 20/+2, immunities, yugoloth qualities, SR 25
Saves: Fort +9, Ref +9, Will +12
Abilities: Str 26, Dex 14, Con 15, Int 18, Wis 17, Cha 18
Skills: Bluff +15, Climb +19, Concentration +13, Intimidate +15, Jump +19, Knowledge (Blood War) +13, Knowledge (planes) +13, Listen +14, Ride +13, Sense Motive +14, Spot +14
Feats: Iron Will, Power Attack, Improved Initiative
 
Environment: Gehenna, Gray Waste or any land and underground
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Neutral Evil
Advancement: 12-16 HD (Medium-size); 17-33 HD (Large)
Level Adjustment: 0
Nycaloths look very much like fiends, having the characteristic gargoyle-like appearance. They are very large, broad humanoids with powerful limbs and great wings. These creatures have thick, light green skin with a leathery texture. Their wicked claws are sharp and thick, obviously making excellent weapons. CombatWound (Su): A hit from each nycaloth's claw attack causes a bleeding wound. The injured creature loses additional 1d6 hp each round until the wound is bound (a DC 12 Heal check) or the creature dies.Immunities (Ex): Nycaloths are immune to all enchantment spells andeffects.Spell-Like Abilities: Always active - comprehend languages, see invisibility, detect magic, read magic; at will - polymorph self, project image, dispel magic, enlarge, reduce, invisibility, wind walk; 3 times per day - command, dimension door, mirror image; Once per day - word of recall, gaseous form and reverse gravity. These abilities are as the spells cast by a 16th level sorcerer (save DC 14 + spell level).Fear (Sp): Nycaloths can cause fear at will (Will save DC 18 negates) by their touch.Summon Yugoloths (Sp): Once per day a nycaloth can attempt to summon 1d10 mezzoloths, 1d3 dergholoths or one nycaloth with a 35% chance of success.Yugoloth Immunities (Ex): Acid, fire, poison, and iron weapons.Spell-Like Abilities: At will - alter self, animate dead, charm person, contagion, minor image, produce flame and teleport without error (optional).Weakness (Ex): Double damage from cold.Habitat/SocietyDespite the fact that nycaloths are possibly the most powerful of the greater yugoloths, they are afforded the least status. Nycaloths always act in a careful and calculating manner aimed at maximizing their personal power and safety.These creatures am well suited to being scouts. They have the innate ability to travel to any of the lower planes at will. Nycaloths commonly travel to the Nine Hells and the Abyss in order to view battles between the baatezu and tanar'ri. They will report their findings to the arcanaloths who use the information in their manipulations of "contracts".Nycaloths are bitter and jealous of the status of the other greater yugoloths. They are constantly planning and scheming to increase their status among yugoloths, often bullying the lesser yugoloths to get attention. It is not uncommon for these creatures to destroy whole companies of mezzoloths and dergholoths in a fit of rage.Female and male nycaloths, are nearly identical, certainly impossible to tell apart for any but their own kind. Mated pairs give birth to three youngs at a time. These young are allowed to grow for 100 days, at which time they are pitted against each other in a battle to the death, Only one will be allowed to grow to maturity-the one that triumphs over its siblings.0EcologyNycaloths are carnivores, but may have once been scavengers since they appear to prefer sinew and rotting flesh to fresh meat.For more information, see the Planescape Monstrous Compendium: Appendix (pg. 124).
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