Yaichiloth

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Small Outsider (Evil, Extraplanar)
Hit Dice: 5d8-5 (18 hp)
Initiative: +9
Speed: 30 ft
Armor Class: 20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 15
Base Attack/Grapple: +5/+1
Attack: Bite +10 melee (1d8)
Full Attack: Bite +10 melee (1d8) and 2 claws +5 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fell theft, spell-like abilities
Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., grimal curse, immunities (acid, poison), resistances (cold 10, electricity 10, fire 10), spell resistance 13, telepathy 100 ft.
Saves: Fort +3, Ref +9, Will +5
Abilities: Str 10, Dex 21, Con 9, Int 16, Wis 13, Cha 10
Skills: Balance +7, Bluff +8, Climb +8, Diplomacy +10, Hide +19, Intimidate +2, Jump +2, Knowledge (the planes) +11, Listen +9, Move Silently +15, Open Lock +13, Sleight of Hand +18, Spot +9, Tumble +13
Feats: Improved Initiative, Skill Focus (Sleight of Hand), Stealthy (B), Weapon Finesse
 
Environment: Lower Planes
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral evil
Advancement: 6-9 HD (Small)
Level Adjustment: +2
This creature seems fragile, standing only four feet high and with an almost skeletal thinness to it. Its grey, leathery skin is crisscrossed by ropy, glistening bands of blood-red gristle that pulsate with an eerie intensity. The fiend's face is mostly humanoid, with an odd cast of the features almost reminiscent of elvenkind or the fae, save that it has only one large, lidless eye in the center of its forehead. Its mouth is perpetually open in a savage, unholy smile, behind which are set several rows of razor-sharp teeth.Not all fiends are creatures of terrible might, fury and vile arcane power. One of the more specialized kinds of yugoloth, the yaichiloth is a canny and cunning trickster and filcher who lurks in the shadows and seeks to evoke strife and malice by infiltration, spying and theft. A yaichiloth may either do these things on its own behalf, or aiding an evil wizard who has summoned it - each deed, of course, further ensnaring the hapless mortal's soul. Yaichiloths speak Abyssal, Infernal, Yugoloth, and Planar Trade.CombatYaichiloths prefer to avoid combat whenever possible, attacking only if trapped with no place else to run. They much prefer to operate from the shadows, taking what they want and leaving a frustrated and infuriated enemy behind them. They rely on their spell-like abilities whenever possible to weaken and distract an opponent, and flee whenever the possibility presents itself. Fell Theft (Su): A yaichiloth can teleport an object, no more than 50 lbs in weight and 3 cubic feet in size, up to 3 times per day. This effect takes 1 minute to activate, can only be used to remove an item from the possession of its rightful owner, and cannot send an object directly into the possession of any other being. In all other respects, treat this as a teleport object spell (caster level 13th). Grimal Curse (Su): Any nonmagical trap that a yaichiloth comes within 10 ft of has a 50% chance to be automatically disarmed if the DC to disable it is 28 or lower. Roll this check only once for any device. Spell-Like Abilities: At will - grease (DC 11), mage hand, greater teleport (self only), 3/day - arcane lock, levitate, ray of exhaustion (DC 13). Caster level 5th. The save DCs are Charisma-based.Habitat/SocietyYaichiloths serve the actions of the greater yugoloths, first and foremost. Their talents are used to gather information and valuable items, spread discord and unrest, and sometimes to distract the yugoloths' foes from deeper and more subtle schemes. The life of a yaichiloth is an uncertain thing - those who have proven adept at their duties are given an unusual degree of freedom and autonomy, and often refuse some chances at advancement in order to continue in their craft, but those who fail in their assigned tasks are tormented and despised.Ecology
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