Kryx RPGThemes
Yochlol

Yochlol

Medium fiend (demon shapechanger)
Challenge
10

STR
2
DEX
2
CON
4
INT
1
WIS
2
CHA
2

136
16d8+64
17
Soak
1
Fort
+4
Ref
+5
Will
+5
Defense note natural armor
Damage resistances cold, fire, lightning; bludgeoning, piercing, and slashing from attacks that aren’t cold iron
Damage immunities poison
Condition immunities poisoned

Speed 5 m., climb 5 m.
Skills Deception +5 (16), Divinity (Cha) +5 (16), Insight +5 (16), Perception +2 (13)
Senses darkvision 20 m.
Languages Abyssal, Elvish, Undercommon

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

Spellcasting. The yochlol uses Divinity (Cha) to cast spells (spell save Difficulty 14, +5 to hit with spell attacks). It has 10 mana, a mana limit of 2, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: detect thoughts, web

Cantrips (at will, 13th-level spellcaster): poison spray

1 mana: confusion poison, detect poison, envenomed weapon, poison burst, poisoning strike, protection from poison, putrefy food and drink, sicken, slowing poison, toxic fumes

2 mana: cloudkill, halo of spores, insanity mist, mind control, neutralize poison, noxious plume, paralytic poison, poison bane, stinking cloud

Spider Climb. The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker. The yochlol ignores movement restrictions caused by webbing.

Actions (2)

Slam (Demon Form only). Melee Weapon Attack: +5 to hit, reach 2 m. Hit: 5 (1d6 + 2) bludgeoning damage.

Bite (Spider Form only). Melee Weapon Attack: +5 to hit. Hit: 5 (1d6 + 2) piercing damage.

Change Shape (1/turn). The yochlol can polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Mist Form (1/turn). The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies.

While in mist form, the yochlol is incapacitated and can’t speak. It has a flying speed of 5 meters, can hover, and can pass through any space that isn’t airtight. It has advantage on Reflex and Fortitude saving throws, and it is immune to nonmagical damage.

While in mist form, the yochlol can enter a creature’s space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a Difficulty 16 Fortitude saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated.

Summon Demon (1/long rest). The yochlol has a 50 percent chance of summoning one yochlol. A summoned demon appears in an unoccupied space within 10 meters of the yochlol, acts as its ally, and can’t summon other demons. It remains for 1 minute, until it or the yochlol dies, or until the yochlol dismisses it on its turn (no action required).

Lower planesmm

Spells

As an action, you extend your hand toward a creature that you can touch or see within 5 meters and project a puff of noxious gas from your palm. The creature must make a Fortitude saving throw.

On a failure, it takes 1d6 poison damage and has disadvantage on the next attack roll it makes before the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

As an action, your poison assaults and twists a creature’s minds, spawning delusions and provoking uncontrolled actions. Choose a creature that you can touch or see within 10 meters. The target must succeed on a Fortitude saving throw or it is confused until the end of its next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is confused for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

(ritual); concentration, 5 minutes/mana

As an action, you can sense the presence and location of poisons and poisonous creatures within 5 meters of you. You also identify the kind of poison or poisonous creature in each case. The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt

concentration, 5 minutes/mana

As an action, a weapon you touch drips with poison. For the duration, the weapon deals an extra 1d4 poison damage when it hits.

If the attack misses by 4 or less, the weapon deals half as much damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana to cause an additional weapon you touch to drip with poison.

As a reaction, which you use when you are hit by an attack, poison bursts from your skin. If the creature who damaged you is within 10 meters, it must make a Reflex saving throw.

On a failure, it takes 4d6 poison damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 4d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, make a weapon attack.

On a hit, add 2d8 + your spellcasting ability poison damage to the attack’s damage roll and the creature must succeed on a Fortitude saving throw or it is poisoned for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 3d8 for each additional mana expended.

1 hour/mana

As an action, you have advantage on saving throws against being poisoned, and resistance to poison damage for the duration.

If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so you are immune to the poisoned condition and poison damage.


Dampen Poison

1

As a reaction, which you use when you take poison damage, you gain resistance to poison damage until the start of your next turn.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters takes poison damage. The creature gains the resistance instead.

(ritual)

As an action, all nonmagical food and drink within a sphere centered on a point of your choice within 5 meters is putrefied. If a creature consumes the putrefied food or water it must make a Fortitude saving throw.

On a failure, it takes 1d8 poison damage and is poisoned for 1 hour.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Every 10 minutes, a poisoned creature can repeat the saving throw, ending the effect on itself on a success.

Augment

You can increase the damage by 1d8 for each additional mana expended.

concentration, 1 minute/mana

As an action, sickening greenish energy lashes out toward a creature within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 3d10 poison damage and is poisoned for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 4d10 for each additional mana expended.

concentration, 1 minute/mana

As an action, your poison slows the processing and reaction time of a creature that you can touch or see within 10 meters. The creature must succeed on a Fortitude saving throw against poison or be slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana to increase the slowed level by 1.

As an action, a green mist shoots forth from your outstretched hands. Each creature in a cone or line must make a Fortitude saving throw.

On a failure, it takes 2d10 fire damage and is poisoned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature killed by this spell is affected by rigor mortis.

Augment

You can increase the damage by 1d10 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, you create a cloud of poisonous, yellow-green fog in a sphere centered on a point within 20 meters. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 3d4 poison damage and is poisoned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Creatures are affected even if they hold their breath or don’t need to breathe.

As an action, you can cause the cloud to move 2 meters in a direction that you choose at the start of each of your turns. As an action, you can stop the cloud from moving if it is within 20 meters of you.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana so duration changes to 1 hour/mana.

concentration, 1 minute/mana

As two actions, you can read the thoughts of certain creatures. When you cast the spell—and as two actions on each turn until the spell ends—you can focus your mind on a creature that you can touch or see within 5 meters of you. If the creature has an Intelligence of −4 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As two actions, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Will saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use an action on its turn to repeat the saving throw; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as two actions during the duration, you can search for thoughts within 5 meters of you. The spell can penetrate barriers, but 60 centimeters of stone, 5 centimeters of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within 5 meters of you.

Augment

You can expend 1 additional mana to plant an idea or memory in the creature’s mind. The creature must remain within 5 meters of you and you must focus on it for 1 minute. After 1 minute the creature must make a Will saving throw or you plant the idea or memory in the creature’s mind as if it were an organic thought or real memory. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). The idea or memory lasts for 4 hours for each mana expended to cast this spell.

concentration, 1 minute/mana

As two actions, you are surrounded by invisible necrotic spores in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you. An enemy creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d8 poison damage and is poisoned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8 for every two additional mana expended.

As two actions, mist sprouts at a point you can see within 20 meters. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 3d6 poison damage and is poisoned and confused until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d6 for each additional mana expended.

  • You can expend 1 additional mana so the damage is reduced to 1d6, but the duration changes to 1 minute/mana, concentration and the creature is poisoned and confused for the duration.

    A creature can make a Will saving throw at the end of each of its turns, ending the effect on itself on a success.

concentration, 1 minute/mana

As two actions, you take control of an animal that you can touch or see within 10 meters. The creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it.

On a failure, it you gain control for the duration.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Each time the target takes damage, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.

While you have control, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use two actions to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Humanoid. You can expend 1 additional mana to target a humanoid.

  • Creature. You can expend 2 additional mana to target any creature.

As two actions, you touch a creature to neutralize one poison afflicting it. If more than one poison afflicts the creature, one poison is neutralized at random.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

1 minute/mana

As two actions, a plume of poison blooms at a point within 20 meters. The poison spreads around corners. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 6d6 poison damage and is poisoned for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 2d6 for each additional mana expended.

As two actions, you poison a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 4d6 poison damage and is stunned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 6d6 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is stunned for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can expend 1 additional mana so the creature is paralyzed instead of stunned.

concentration, 1 minute/mana

As two actions, you expose a creature that you can touch or see within 10 meters to poison. The creature must make a Fortitude saving throw.

On a failure, it loses any resistance to poison damage for the duration and the first time on each turn the creature takes poison damage, it takes an extra 2d6 poison damage.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As two actions, you create a sphere of yellow, nauseating gas twice as big as normal centered on a point within 20 meters. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw. If the creature doesn’t need to breathe or is immune to poison, the spell has no effect on it.

On a failure, it spends its actions that turn retching and reeling.

A moderate wind (at least 15 kilometers per hour) disperses the cloud after 4 rounds. A strong wind (at least 30 kilometers per hour) disperses it after 1 round.

concentration, 1 hour/mana

As two actions, you conjure a mass of thick, sticky webbing at a point of your choice within 10 meters. The webs fill a sphere from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 1 meter.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty. If it succeeds, it is no longer restrained.

The webs are flammable. Any 1-meter cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.