Homebrew Yugoloth Species Details

Yogoloths are scoundrels who make contracts with individuals to complete some job or aid the person. They love to exploit the contract's wording as much as possible.

Yugoloth Traits

Yugoloths come in many shapes and sizes, but they have some features in common with one another

Telepathy

You have 120 feet of telepathy.

Senses

You have 40 feet of darkvision and 60 feet of blindsight.

Yugoloth Resistance

You have resistance to lightning fire and cold damage. You cannot be poisoned and have immunity to poison and acid damage.

Fiendish Nature

Your creature type is fiend (yugoloth).

Language

You can speak read and write abyssal infernal and common.

Invisibility

You may cast invisibility on yourself only without needing to provide material or somatic components once before a short rest.

Teleportation

Once before a short rest you can teleport, along with any equipment you are holding carrying or wearing to any spot within 100 feet of you that you can see.

Magic Weapons

Your weapon attacks are magical for the purposes of overcoming resistance and immunity to nonmagical attacks.

Magic Resistance

You have advantage on saving throws against spells and other magical effects.

Shapeshifter

You may cast alter self on yourself at will without needing to provide material components.

Arcanaloth

Arcanaloths are mighty spellcasters who yearn for magical knowledge. They are the most intelligent of all yugoloths.

Master Of Magic

You have 4 magic charges. Whenever you cast an arcane spell (Warlock Wizard or Sorcerer spell) you can expend magic charges equal to the spell's level to not expend a spellslot. You regain all expended magic charges at dawn.

Ability Scores

Your intelligence and charisma both increase by 2.

Mind Over Matter

You cannot be charmed.

Loremaster

You have proficiency in arcana. You can choose to spend double the time copying a spell off of a spellbook or other source to spend half the gold.

Assertive Tone

You know the thaumaturgy cantrip.

Arcane Magic

You can choose one cantrip from the warlock sorcerer or wizard spell lists. Intelligence is your spellcasting ability for it.

Seeing Value

You can cast detect magic at will. Intelligence is your spellcasting ability for it.

Claws

Your claws do 1d4 plus your dexterity mod slashing damage.

Hydroloth

Hydroloths excel at finding things, and stealing memory.

Steal Memory

You target a creature you can see within 60 feet of you. The target takes 4d6 psychic damage and must make a dc 14 intelligence saving throw. On a successful save the target becomes immune to this attack for 24 hours. On a failed save, the target loses all proficiencies, it can't cast spells, or understand language. If the target's intelligence and charisma scores are above 5, they become 5. For every 5 hours that pass the target can repeat the saving throw, ending the effect on a success. You regain the ability to use this attack at dawn.

Watery Advantage

You have advantage on attack rolls while submerged in water.

Sicure Memory

You are immune to the waters of the River Styx, as well as any effect that would steal or modify your memory or detect or read your thoughts.

Amphibious

You can breathe air and water.

Yugoloth Weapons

Your claws do 1d4 plus your dexterity mod slashing damage and your bite does 1d4 plus your dexterity mod piercing damage.

Ability Scores

Your dexterity and intelligence scores both increase by 2.

Speed

You have 20 feet of walking and 40 feet of swimming.

Locater

You have proficiency in investigation and have advantage on investigation ability checks made to find objects underwater.

Merrenoloth

Merrenoloths are the grim voyagers who fairy souls and other beings across the river Styx. Grim and gloomy, they have a monotone voice for the most part. Their stare can insight fear in others.

Vessel

You can spend 1 hour conjuring a vessel out of nothing while expending gold. This vessel is imbued with your magic. A small vessel just big enough for yourself and one or two other medium creatures costs 10 gold, a larger vessel big enough to hold multiple large creatures costs 50 gold, and a massive sail ship costs 300 gold. You can utilize lair actions while on your ship. On initiative count 20 (losing initiative ties) you can evoke one of the following effects: The vessel regains 22 hp. A strong wind propels the ship, increasing its speed by 30 until initiative count 20 on the next turn. The air within 60 feet of the ship is filled with a howling wind. Until initiative count 20 on the next round, that area is magical difficult terrain, and when a medium or smaller creature flies into that area or starts its turn flying there, it must make a dc 13 strength saving throw or be knocked prone. You imbue your vessel with you own magical power that creates one or more of the following effects: The ship doesn't sink even if its hull is breached. The ship always stays on course to the destination you name. Creatures you choose aren't discomfited by wind or weather, though this effect doesn't protect against damage. You can also create a spectral ship as big as yourself that flies forwards in a 10 foot wide 50-foot line. All creatures in that radius must make a dc 16 dexterity saving throw. They take 3d6 plus your wisdom mod psychic damage on a failed save, and half that on a successful one. You regain the ability to do this after a long rest.

Gust Of Wind

You know the gust cantrip. You can cast gust of wind twice before a long rest. Wisdom is your spellcasting ability for them.

Fear's Gaze

You target one creature you can see within 60 feet of you. The target must succeed on a dc 13 wisdom saving throw or become frightened for 1 minute. They can repeat the saving throw at the end of their turn, ending the effect on a success. You may use this ability three times before a long rest.

Oar

You are proficient with Oars as improvised weapons. If you land an attack with an oar, the target takes an extra 2 necrotic damage.

Speed

You have 30 feet of walking speed and 40 feet of swimming speed.

Ability Scores

Your wisdom and dexterity both increase by 2.

Water Bender

You know the shape water cantrip. Wisdom is your spellcasting ability for it.

Mezzoloth

The simplest of yugoloths, mezzoloths are spurred by their bloodlust rather than money.

Trident Proficiency

You are proficient in tridents.

Claws

Your claws are effective natural weapons. They deal 1d4 slashing damage plus your strength mod

Four Arms

You have four arms and can wield multiple items and use multiple tools etc etc.

Ability Scores

Your strength and constitution scores increase by 2.

Speed

You have 40 feet of walking speed.

Ultroloth

The most elite of yugoloths, Ultroloths are masters of close combat and can wield long swords with one hand.

Longsword Master

You can use a long sword with one hand but deal damage as if you were wielding it with two hands. You are proficient with longswords.

Hypnotic Gaze

Your eyes sparkle with opalescent light as you target one creature you can see within 30 feet of you. If the target can see you, it must make a dc 16 wisdom saving throw against your magic or be charmed until the end of your next turn. The charmed target is stunned. If the target's saving throw is successful, they are immune to your gaze for 24 hours. You can use this attack twice before a long rest.

Ability Scores

Your strength and dexterity scores increase by 2.

Mental Strength

You are immune to being frightened and charmed.

Proficiency

You are proficient in intimidation and stealth.

Speed

You have 40 feet of walking speed.

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