Homebrew Yugoloth Species Details

Yugoloths are either born in the Lower Planes or have fiendish ancestors who originated there. A yugoloth (pronounced YOO-go-loth) is linked by blood to fellow monstrous Fiends. This connection to the Lower Planes is the yugoloths’s fiendish legacy, which comes with the promise of power yet has no effect on the yugoloth's moral outlook.

Yugoloths all exist similarly in the lower planes, but certain beings gain power from their origin. Each subspecies can disguise themselves to hide among commoners if they so choose.

Arcanaloth

Tricksters and masterminds of the lower planes, Arcanaloth use their magical abilities for hoarding and exploitation, typically sending out subordinate Fiends to carry out their bidding, whilst still holding their own in fights through arcane might. You can shape shift with magic as long as you are in the dark.

Hydroloth

Deep water dwelling creatures which steal memories and savor objects, they make for cunning thieves as their amphibious nature makes them endure all kinds of harsh conditions. You can bind materials to yourself which will form to match any similar species if you have access to water.

Nycaloth

Strong and mighty beasts of the abyss, Nycaloths live for combat and conquest through shows of strength, some will command armies, or serve wicked leaders, just for the thought of bloodshed. You can forcefully mold your body into an acceptable form as long as you are near a heat source.

Oinoloth

Bearers of plague and diseases, Oinoloths are harbingers of pestilence who use their innate abilities to infect and weaken their foes. You can use biomass to change your form, as long as you have access to a corpse of medium size, or a large area of plant life. 

Yugoloth Traits

Creature Type: Fiend (Yugoloth)
Size: Medium (about 6–8 feet tall)
Speed: 30 feet

As a Yugoloth, you have the following special traits.

Change Form

Arcanaloth - Must be in full darkness and at full health

Hydroloth - Must be near a water source and have at least one hit point lost

Nycaloth - Must be near a heat source and at full health

Oinoloth - Must be near a medium sized corpse

Yugolothian Resistance

You are resistant to Fire, Cold, or Lightning damage.

Fiendish Legacy

You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.

When you reach character level 5, you gain an ability that can be used once per long rest, then at level 12, you gain a permanent buff after you complete your abyssal ritual.

Level 12 buff will not be added to your character sheet automatically and must be memorized as it only takes effect after an in game moment.

Fiendish Legacies
Legacy Level 1 Level 5 Level 12
Arcanaloth You know the level and school of all spells cast around you within 60 ft that you can see. You are proficient in Deception If a creature casts a 1st-4th level spell within 60 ft of you, you can gain resistance to the damage type until your next turn as a reaction, then you can cast a 1st-2nd level spell as a bonus action on your next turn as long as no concentration is required. This can be used once per long rest. You can concentrate on two spells at once, but a failed save drops both.
Hydroloth You become Amphibious, and gain a swim speed of 30 ft. You ignore difficult terrain caused by liquids. As a bonus action, you can summon a hooked chain toward a creature within 60 ft, they take 2d6 piercing damage, and on a failed DEX save, are dragged up to 30 ft toward you, if they hit a surface, they go prone. This can be used once per long rest. You no longer trigger opportunity attacks, and if within 10 ft of water, you can attempt to restrain one creature of medium size or smaller with a DEX save. You cannot use this feature on consecutive turns.
Nycaloth You gain a climb and burrow speed of 15 ft. You have advantage in checks to resist non-magically based forced movement or restraint. When reduced to 0 hit points, you can regain 10 hit points and become resistant to all damage until your next turn. This can be used once per long rest and cannot be used if the damage type is radiant. When you take the Attack action, you can make one additional weapon attack. You cannot use this feature on consecutive turns.
Oinoloth You gain resistance to poison damage. You have advantage on medicine skill checks. When a creature within 30 ft of you restores hit points to a target, you can use a reaction to corrupt the healing, turning (PB + level) into necrotic damage against the healed target, the healer takes half that. This can be used once per long rest. As a bonus action, choose a target within 30 ft. That target either takes 3d6 more healing, or 2d6 more damage for one minute. You cannot use this feature on consecutive turns.

 DISCLAIMER: Make sure to check with your Dungeon Master to see if they would allow the Abyssal ritual as they do result in large permanent buffs. If they are, make sure to ask if they would like to apply to nerf to the corresponding ritual

Abyssal Ritual: The ritual itself has many variants depending on the yugoloths intentions, class, and legacy. The circle has a radius of 10 ft, and must be in a relatively flat area, it takes 2 hours to draw, it has 4 slots for lesser offerings determined by the yugoloth legacy which must also be filled BEFORE the main offering is placed. After it is drawn, the main offering is placed, the circle activates, the yugoloth walks in, and becomes sealed off to the outside world for 8 hours, nothing can enter, escape or disturb the circle outside of a wish spell. After which they emerge a stronger creature.

Circle Material: The material the ritual is made of depends on the alignment of the yugoloth and must be mixed with the blood of the creature, at 1 drop per gallon, with the full circle taking 20 gallons to draw, the creature will take 10 points of damage from both opening the wound and spilling the blood. Evil - Blood or Acid, Neutral - Ink or Ale, Good - Wine or Salt water.

Circle Offerings: The offering placed in the center depends on the yugoloths class. A very rare magic item or higher which requires attunement must be placed in the circle, a martial class must place in a weapon or piece of armor they are proficient in, a full caster must place in a staff or wand they are proficient in, and a half caster can have there pick between both choices.

Lesser Offerings: An arcanaloth must place 4 level 2 or higher spell scrolls. A hydroloth must place 4 items they stole with a value of over 400 gold pieces total or higher. A nycaloth must place 4 weapons worth 400 gold pieces total or higher. An oinoloth must place 4 poisons worth 400 gold pieces total or higher.

Corresponding Nerfs: Evil - Can no longer shape shift outside of magic, Neutral - Lose your ability to teleport, Good - Lose Fiendish connection (creature type, languages) as well as your damage resistance becomes radiant resistance instead.

Darkvision

You have Darkvision with a range of 60 feet.

Language

As a yugoloth, you know Common, Abyssal, and Infernal, knowing a language means you can read, write, and speak it fluently

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