Medium-Size Outsider (Evil) |
Hit Dice: | 10d8+20 (72 hp) |
Initiative: | +1 (Dex) |
Speed: | 45 ft. |
Armor Class: | 21 (+1 Dex, +10 natural) |
Base Attack/Grapple: | 0 |
Attack: | 0 |
Full Attack: | 2 slaps +10 melee; or quarterstaff +10/+5/+0 melee |
Space/Reach: | 5 ft. by 5 ft./5 ft. |
Special Attacks: | Gaze, summon yugoloth0 |
Special Qualities: | Yugoloth qualities, SR 27, plane shift0 |
Saves: | Fort +9, Ref +8, Will +11 |
Abilities: | Str 10, Dex 12, Con 14, Int 16, Wis 15, Cha 160 |
Skills: | Appraise +18, Balance +14, Bluff +16, Concentration +15, Knowledge (planes) +16, Listen +17, Sense Motive +15, Spellcraft +16, Spot +170 |
Feats: | Alertness, Blind-Fight, Iron Will, Spell Penetration0 |
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Environment: | River Styx |
Organization: | Solitary |
Challenge Rating: | 6 |
Treasure: | Standard coins; 50% goods; 50% items |
Alignment: | Neutral Evil |
Advancement: | 11-30 HD (Medium-size) |
Level Adjustment: | 0 |
The marraenoloths are a special type of yugoloth.The thin, gray, pale-eyed humanoids are easily identified by their skeletal faces, somber hooded robes, and eyes that glow red when they are angry. Like all yugoloths, they are cold-hearted mercenaries. They are telepathic and, in addition to speaking all languages, maintain mental contact with others of their race at all times. 0
CombatGaze (Su): When angered, a marraenoloth's eyes glow fiery red, and anyone confronted by this horrifying gaze must successfully make a Will save (DC 18) or be affected as by a fear spell. If its entagonist does not relent, the marraenoloth then summons hydroloths to fight for it.Summon Yugoloth (Sp): Once per day a marraenoloth can attempt to summon 1d6 hydroloths with a 75% chance of success.Plane Shift (Sp): Occasionally a marraenoloth is summoned or sent to the Prime, to transport some being to or from the Lower Planes (using a special plane shift ability that works for this task only). 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.Weakness (Ex): Double damage from cold.0
Habitat/SocietyMarraenoloths are unique among the yugoloths in that they have an established task: They are boatmen who pilot small skiffs on the black waters of the River Styx. Unlike many other fiends, the marraenoloths can pass from plane to plane without arousing suspicion in the minds of others. They are ferrymen and ferrymen only. Other fiends would love to subvert the marraenoloths to spy on their Blood War enemies, but these creatures are only concerned with their passengers. Marraenoloths have an innate understanding of the twists and bends of the River Styx's channels, so they never get lost (unless it's convenient to do so). These creatures also can pilot their crafts through the Astral Plane and to the boundary of the Prime Material Plane. They can actually enter the Prime Material, too, but they must leave their skiffs behind. A marraenoloth without a vessel is lost and useless, so they are naturally reluctant to venture far from their crafts.Marraenoloths carry passengers but never cargo, always demanding immediate payment for their services. (Greater fiends may ignore this, forcing the marraenoloth to serve them.) They may demand a magical item, a bag of 10 platinum coins, or two gems of 50 gp value (or more).If not paid, the marraenoloth will seek to prevent the would-be passenger from entering its boat, and it will teleport itself and its craft away at the first opportunity. Even if a marraenoloth is paid (as opposed to being sent by a higher evil force), there is still a 15% chance that the creature will betray the passenger, either by delivering him to the incorrect destination or plane (85% chance), or by leading the summoner into an ambush (15% chance). This chance of betrayal can be reduced by making additional contributions to the marraenoloth's hoard (-5% per additional payment listed above). Since all marraenoloths are aware of each other, all know of any person who cheats or harms one of their kind. They won't come to each other's aid (that would indicate concern for their fellows), but the identity, of the transgressor is noted, and future services from any of these yugoloths will require greater payments and incur a significantly higher risk of treachery. The cheater can return to the good graces of the boatmen only by making a suitable sacrifice to all their kind. The nature of this tribute is left to the DM, but a typical one would be the surrender of rare gems or several unique magical items, presented with due ceremony and contrition. 0
EcologyThese are among the most neutral of the evil yugoloths, existing to collect their fares and nothing else. They stay clear of the politics of the Blood War. Because their skills are valuable to tanar'ri and baatezu alike, the other fiends tolerate this neutrality. As much as some infernal lord might like to subjugate them, it's understood they would no longer function properly if that happened. As a marraenoloth without its sailing duties is fairly worthless, even as a lowly foot soldier in the Blood War, no one has attempted to take control of them. However, they may unwittingly play pawns in the subtle plottings of some baatezu or tanar'ri. For more information, see the Planescape Campaign Setting Monstrous Supplement (pg. 30).0