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Yenaldlooshi

  Huge Outsider (Chaotic, Extraplanar)
Hit Dice: 14d8+112 (175 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 27 (–2 size, +1 Dex, +18 natural) touch 9, flat-footed 26
Base Attack/Grapple: +14/+29
Attack: Bite +20 melee (2d8+7)
Full Attack: Bite +20 melee (2d8+7) and 2 claws +17 melee (1d8+3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Smite, spell-like abilities, improved grab
Special Qualities: Damage reduction 10/+3, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 22, telepathy 100 ft., true seeing
Saves: Fort +17, Ref +10, Will +15
Abilities: Str 25, Dex 13, Con 27, Int 22, Wis 22, Cha 20
Skills: Bluff +22, Concentration +25, Diplomacy +26, Disguise +5, Hide +10, Intimidate +22, Knowledge (arcana) +23, Listen +31, Move Silently +18, Search +23, Sense Motive +23, Spellcraft +25, Spot +31, Survival +6, Use Magic Device +22
Feats: Cleave, Improved Bull Rush, Multiattack, Power Attack, Weapon Focus (bite)
Environment: Any chaotic plane
Organization: Solitary or troupe (2-5 yenaldlooshi)
Challenge Rating: 14
Treasure: None
Alignment: Always chaotic neutral
Advancement: 15–20 HD (Huge); 21–42 HD (Gargantuan)

Yenaldlooshi are a special breed of demon who have only come to be known in the last few millennia.  No one knows of their true origins, but they seem to have their own culture and hierarchy.  Although individual yenaldlooshi do not seem to possess the ability to travel across planar boundaries, they can be found prowling nearly any chaotic plane in small troupes.  They seem unbelievably resistant to summoning and controlling affects.  They frequently answer the summons of the demigod Lyranis so perhaps some link exists between the deity and these demons that is as yet undiscovered.  Their home plane is unknown but they seem to frequent the underworld fighting other demons whenever possible.

A yenaldlooshi is more than 20 feet tall and weighs 8,000 pounds.  Most appear to be large humanoids with lupine features.  They are usually covered in a short, course, dark shaded fur.  Some yenaldlooshi mark their bodies with strange symbols and runes.  Yenaldlooshi appear to be sexless and no one knows how they reproduce or are created.

Combat

A yenaldlooshi’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.

Smite (Su): Three times per day a yenaldlooshi can create a nimbus of unholy light. When it triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a DC 22 Will save or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other yenaldlooshi are immune to this effect. The save DC is Charisma-based.

Spell-Like Abilities: At will—call lightning (DC 18), feeblemind (DC 20), greater dispel magic, slow (DC 18), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.

Improved Grab (Ex): If a yenaldlooshi hits with a claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. A yenaldlooshi can use this ability on Large and smaller creatures. A yenaldlooshi has the option to conduct the grapple normally, or simply use its claw to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals standard claw damage, in addition to automatic spell suck damage.

True Seeing (Su): Yenaldlooshis continuously use true seeing, as the spell (caster level 14th).

Skills: Yenaldlooshis have a +8 racial bonus on Listen and Spot checks.