Homebrew Yugoloth Species Details

"ARE YOU A SOLDIER? WHAT WAR do you fight? Whose side are you on? Law or Chaos? Evil or Good? All this might seem strange coming from a Yugoloth, but you should believe me, because I am in the best position to know: endless wars profit only mercenaries and arms dealers."

--Shemeshka the Marauder


Created to be a fiendish army unbound to the Nine Hells, yugoloths fill the role of mercenaries in the lower planes. Unconcerned by their True Name being discovered, these daemons fight fiercely, shifting sides in conflict as frequently as coin shifts hands.

 

Spawn of Gehenna


 

The first yugoloths were created by a sisterhood of night hags on Gehenna, which is widely believed to be a work commissioned by Asmodeus himself. The true names of each of these fiends, save that of the General of Gehenna, were collected into four tomes called the Books of Keeping. These books and the true names within were used to ensure the loyalty of the yugoloths, and to capture the true names of other fiends that crossed them, since having a fiend's true name grants power over it. Eventually, the sisterhood broke away as a result of infighting, and the Books of Keeping were lost or stolen, giving the yugoloths independence.

 

Fiendish Mercenaries



The only master a yugoloth accepts is one that pays. Yugoloths fill in with scores of other fiends in the ranks of the Blood War, where they fight for whichever side that pays the best. A yugoloth may shift allegiance many times over the course of the same battle. Despite their overwhelming participation in the Blood War, yugoloths can be found anywhere, though the cost of maintaining an army of them usually far exceeds what many prospective employers can pay. Yugoloths are self-serving creatures, and will quarrel with themselves to no end. While an army of them is more orderly than a horde of demons, they cannot match the strict, orderly structure of an army of devils. Without a powerful master to guide them, yugoloths will pursue their own goals, and indulge their own violent tendencies.

Yugoloth Traits

Your Yugoloth character has several traits derived from your fiendish nature.

Ability Score Increase

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1.

Age

Yugoloths, like many fiends, have one appearance from the day they're created, and do not physically age. A yugoloth lives effectively forever, as long as they are not killed.

Alignment

Having grown into the role of extraplanar mercenaries, yugoloths have a reputation for being a medium between the extremes of demons and devils: unlike demons, they can be reasoned with, but unlike devils, they are rarely true to their word. Almost every yugoloth is neutral in some capacity, and very few have any interest in morality, causing them to lean toward evil.

Size

Most yugoloths have humanoid sizes, usually standing between 6 and 7 feet tall and weighing more than a hundred pounds, though some are bulkier and others are smaller. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Claws

You have razor-sharp claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Teleport

You can use an action on your turn to teleport up to 30 feet to a space you can see, taking any equipment you are wearing or carrying with you. You can use this feature once, and regain the ability to do so when you complete a long rest.

Denizen of Gehenna

You are a creature of the lower planes, and as such your  creature type is Fiend for all spells and abilities that affect fiends, are resistant to Fire damage, and have access to Tiefling race feats.

Languages

Accustomed to the languages of your typical employers, mortals and infernal armies, you can speak, read and write Common and Infernal

Subraces

Many types of Yugoloth exist, though many aren't powerful enough to strike out on their own and become adventurers. Choose one subrace from Arcanaloth, Nycaloth, and Ultroloth.

Arcanaloth

The most arcane-attuned of the Yugoloths, Arcanaloths are sly, jackal-headed beings with humanoid bodies, and typically appear well groomed. They fill the role of negotiators and record keepers among yugoloths using powerful innate magic to change into other humanoid forms, using them for negotiation.

Negotiator

You are proficient in the Persuasion skill.

Gehenna Magic

Starting at 3rd level, you can cast the comprehend languages spell once with this trait, and regain the ability to do so when you complete a long rest. Starting at 5th level, you can cast alter self spell once with this trait, regaining the ability to do so when you complete a long rest. Intelligence is your spellcasting ability for these spells.

Nycaloth

The winged, muscular, gargoyle-like Nycaloths are the airborne shock troopers of yugoloths. They are incredibly loyal, not typically breaking contracts when they find a master that treats them well, unless the reward for doing so is great. They use their bat-like wings to keep themselves in the air during a fight, and use their claws to strike without warning.

Powerful Build

You count as one size larger for the purposes of determining carrying capacity and the weight you can push, drag and lift.

Wing Jump

Using your wings to carry you, the distance you can jump is tripled, and you don't need to move in order to make a long jump.

Ultroloth

The most powerful and prestigious of the yugoloths, the slender, grey- skinned humanoids with elongated heads and ovoid eyes called ultroloths command the armies of yugoloths that can be found throughout the lower planes. While not engaged in the Blood War, ultroloths can be found leading yugoloth forces as crime bosses or commanders in charge of evil mercenary companies. Their reputation for cruelty ensures that other yugoloths know their place when an ultroloth is around.

Greater Telepathy

You can speak telepathically to creatures you can see within 60 feet of you.

Hypnotic Gaze

You can use an action to cause your eyes to sparkle with opalescent light at a creature you can see within 30 feet. If the creature can see you, it must make a Wisdom saving throw against this magic. The save has a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature is charmed by you until the end of your next turn. Once you use this feature, you must complete a short or long rest before you can use it again.

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