{"name":"Yugoloth","abilityscores":"+1 Con","size":"Medium","speed":"30 ft.","languages":"Accustomed to the languages of your typical\r\nemployers, mortals and infernal armies, you can speak, read\r\nand write Common and Infernal","features":"[b]Age.[\/b] Yugoloths, like many fiends, have one appearance from\r\nthe day they're created, and do not physically age. A yugoloth\r\nlives effectively forever, as long as they are not killed.\r\n\r\n[b]Alignment.[\/b] Having grown into the role of extraplanar\r\nmercenaries, yugoloths have a reputation for being a medium\r\nbetween the extremes of demons and devils: unlike demons,\r\nthey can be reasoned with, but unlike devils, they are rarely\r\ntrue to their word. Almost every yugoloth is neutral in some\r\ncapacity, and very few have any interest in morality, causing\r\nthem to lean toward evil.\r\n\r\n[b]Size.[\/b] Most yugoloths have humanoid sizes, usually standing\r\nbetween 6 and 7 feet tall and weighing more than a hundred\r\npounds, though some are bulkier and others are smaller. Your\r\nsize is Medium.\r\n\r\n[b]Darkvision. [\/b]You can see in dim light within 60 feet of you\r\nas if it were bright light, and in darkness as if it were dim light.\r\nYou can't discern color in darkness, only shades of gray.\r\n\r\n[b]Natural Weapon.[\/b] You have razor-sharp claws, which are a\r\nsimple melee weapon you are proficient with, uses a d6 for its\r\ndamage die, and deals slashing damage.\r\n\r\n[b]Teleportation.[\/b] You can use an action on your turn to\r\nteleport up to 30 feet to a space you can see, taking any\r\nequipment you are wearing or carrying with you. You can use\r\nthis feature once, and regain the ability to do so when you\r\ncomplete a short or long rest.\r\n\r\n[b]Telepathy. [\/b]You can communicate easily with your mind. You\r\nknow the message cantrip, and can cast it without somatic or\r\nmaterial components.\r\n\r\n[b]Denizen of Gehenna.[\/b] You are a creature of the lower\r\nplanes, and as such you count as a fiend for all spells and\r\nabilities that affect fiends.\r\n[h1]Subrace[\/h1]\r\nMany types of Yugoloth exist, though many aren't\r\npowerful enough to strike out on their own and become\r\nadventurers. Choose one subrace from Arcanaloth, Nycaloth,\r\nand Ultroloth.\r\n\r\n[h2]Arcanaloth[\/h2]\r\nThe most arcane-attuned of the Yugoloths, Arcanaloths are\r\nsly, jackal-headed beings with humanoid bodies, and typically\r\nappear well groomed. They fill the role of negotiators and\r\nrecord keepers among yugoloths using powerful innate magic\r\nto change into other humanoid forms, using them for\r\nnegotiation.\r\n\r\n[b]Ability Score Increase.[\/b] Your Intelligence score increases\r\nby 2.\r\n\r\n[b]Negotiator.[\/b] You are proficient in the Persuasion skill.\r\n\r\n[b]Gehenna Magic. [\/b]Starting at 3rd level, you can cast the\r\ncomprehend languages spell once with this trait, and regain\r\nthe ability to do so when you complete a long rest. Starting at\r\n5th level, you can cast alter self spell once with this trait,\r\nregaining the ability to do so when you complete a long rest.\r\nIntelligence is your spellcasting ability for these spells.\r\n[h2]Nycaloth[\/h2]\r\nThe winged, muscular, gargoyle-like Nycaloths are the\r\nairborne shock troopers of yugoloths. They are incredibly\r\nloyal, not typically breaking contracts when they find a master\r\nthat treats them well, unless the reward for doing so is great.\r\nThey use their bat-like wings to keep themselves in the air\r\nduring a fight, and use their claws to strike without warning.\r\n\r\n[b]Ability Score Increase.[\/b] Your Strength score increases\r\nby 2.\r\n\r\n[b]Powerful Build.[\/b] You count as one size larger for the\r\npurposes of determining carrying capacity and the weight you\r\ncan push, drag and lift.\r\n\r\n[b]Wing Jump.[\/b] Using your wings to carry you, the distance\r\nyou can jump is tripled, and you don't need to move in order to\r\nmake a long jump.\r\n[h2]Mezzoloth[\/h2]\r\nThese human-sized insect creatures make up the bulk of a\r\nYugoloth army, serving as foot soldiers. They feature four\r\narms, wide red eyes and a body covered in chitinous plates.\r\nViolence and reward are the central drive for a mezzoloth, and\r\npowerful beings that promise one or the other can easily\r\nattract many of these creatures. While their four arms each\r\nhave claws with which to attack, they usually prefer to wield a\r\ntrident in two of them.\r\n\r\n[b]Ability Score Increase.[\/b] Your Constitution score increases\r\nby 1.\r\n\r\n[b]Creature of Darkness. [\/b]You can cast the darkness spell\r\nonce, regaining the ability to do so when you complete a long\r\nrest.\r\n\r\n[b]Multilimbed.[\/b] You have four arms. All of your arms are\r\nstrong enough to carry weapons, shields, arcane focuses,\r\nother objects, or hold onto terrain features such as a tree\r\nbranch or ladder. You cannot gain a benefit from having more\r\nthan one shield, and holding more than two weapons does not\r\naffect how two-weapon fighting works for you.\r\n[h2]Ultroloth[\/h2]\r\nThe most powerful and prestigious\r\nof the yugoloths, the slender, greyskinned\r\nhumanoids with elongated\r\nheads and ovoid eyes called ultroloths\r\ncommand the armies of yugoloths that\r\ncan be found throughout the lower planes. While not engaged\r\nin the Blood War, ultroloths can be found leading yugoloth\r\nforces as crime bosses or commanders in charge of evil\r\nmercenary companies. Their reputation for cruelty ensures\r\nthat other yugoloths know their place when an ultroloth is\r\naround.\r\n\r\n[b]Ability Score Increase.[\/b] Your Charisma score increases\r\nby 2.\r\n\r\n[b]Greater Telepathy.[\/b] When you cast message with your\r\nTelepathy feature, the spell has a casting time of a bonus\r\naction and does not require components.\r\n\r\n[b]Hypnotic Gaze.[\/b] You can use an action to cause your eyes to\r\nsparkle with opalescent light at a creature you can see within\r\n30 feet. If the creature can see you, it must make a Wisdom\r\nsaving throw against this magic. The save has a DC of 8 +\r\nyour proficiency bonus + your Charisma modifier. On a failed\r\nsave, the creature is charmed by you until the end of your next\r\nturn. Once you use this feature, you must complete a short or\r\nlong rest before you can use it again.\r\n\r\nStarting at 5th level, the creature is also stunned while it is\r\ncharmed.","tabledata":"","tags":"Race","templateId":"23","blockId":"469163","world":"5f6f92f6-d12b-4dad-9ea7-eabcd38bb19c","folder":"","isShared":"on"}