Small Fiend (Yugoloth), Neutral Evil
Armor Class 16 (natural armor)
Hit Points 23 (5d6 + 5)
Speed 40 ft., burrow 20 ft., climb 20 ft.
STR
11 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
5 (-3)
WIS
8 (-1)
CHA
11 (+0)
Skills Stealth +5
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 60 ft., Passive Perception 9
Languages Abyssal, Infernal, Telepathy 60 ft.
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The skeroloth's innate spellcasting ability is Charisma (spell save DC 10). The skeroloth can innately cast the following spells, requiring no material components:

At will: detect evil and good, jump
2/day: burning hands, expeditious retreat

Magic Resistance. The skeroloth has advantage on saving throws against spells and other magical effects.

Magic Weapons. The skeroloth weapon attacks are magical.

Sneak Attack. Once per turn, the skeroloth deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the skeroloth that isn't incapacitated and the skeroloth doesn't have disadvantage on the attack roll.

Actions

Multiattack. The skeroloth makes four attacks with its claws.

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage.

Cringe. As an action, a skeroloth can cower in fear. This is a mind-affecting effect. Any opponent attempting to strike or otherwise directly attack a cringing skeroloth, even with a targeted spell, must attempt a Wisdom save (DC 10). If the save succeeds, the opponent can attack normally and is immune to the effect of that skeroloth’s cringing for one day. If the save fails, the opponent can’t follow through with the attack loosing the action, and the attacker can’t directly attack that skeroloth for as long as it continues to cringe. If the skeroloth stops cringing and then cringes again, the opponent may attempt a new Wisdom save to attack it.

Summon Yugoloth (1/day). As an action, the skeroloth has a 40% chance of summoning another skeroloth. A summoned skeroloth appears in an unoccupied space whitin 60 feet of its summoner, does as it pleases and can't summon other skeroloths. The summoned skeroloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.

Description

Spies, thieves, infiltrators, and wretched scum, the skeroloths are the dregs of the yugoloth armies. They serve because they must, fawning over the nearest powerful yugoloth and betraying former masters whenever given a glimpse of richer rewards. Skeroloths are quick to attack those they think weak, and even quicker to cry out for mercy when threatened by more powerful foes. The insectoid skeroloth has six legs and moves about equally well on two, four, or all six of its limbs. The pale red-gray skin of a skeroloth fades to a milky white whenever the creature is frightened, which is nearly all the time. Other yugoloths regard skeroloths as weak and worthless. Although they are driven into battle ahead of more formidable fighting units, no one really thinks of the wretches as a real fighting force. Skeroloths are at their most useful as spies, and they are often sent on scouting missions.

Monster Tags: Yugoloth

SpaceOrochi

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