Category: Oinoloth 5e

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oinoloth 5e

Post new thread. Create wiki page. All threads Latest threads New posts. Forum list. Search forums. Log in. JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding. Oinoloths in MToF? Thread starter Mouseferatu Start date May 19, Mouseferatu Hero.

I've heard they've made it a type of Yugoloth, rather than an individual title. Is that so? If it is, have they addressed that as a change, or is it more of a "This is how it's always been" thing?Finally, as promised!

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But I can imagine a scenario in which an evil ruler asks a court wizard to summon a yugoloth for aid in battle against a rival, figuring that it might be easier to control than a demon and less likely to demand something unacceptable in return than a devil. There are four types of yugoloth listed in the MM. However, even mezzoloths have a challenge rating of 5. These are not opponents for low-level adventurers. All yugoloths are proficient in the Perception skill; are immune to acid and poison and resistant to cold, fire, lightning, physical damage from normal weapons; have Magic Resistance; have some measure of ability to see in total darkness, along with the ability to cast darkness innately; and can Teleport.

The mezzoloth, nycaloth and arcanaloth all have high Strength and Constitution and comparatively lower Dexterity, the ability profile of a brute fighter; ultroloths have a more balanced profile with a slight emphasis on Constitution, making them tankish. Finally, like demons and devils, yugoloths can be permanently killed only on the plane of Gehenna; anyplace else, their physical bodies are destroyed, but their essence returns to Gehenna and re-forms there. Thus, they have no reason to retreat or flee when seriously injured.

Mezzoloths have low Intelligence, indicating that they operate mainly on instinct. Their third innate spell ability is cloudkillwhich they can use once per day. After that, they scamper into the cloud of poison and start stabbing and slashing at their poisoned enemies.

That being said, even in less than total darkness, cloudkill beats darknesshands down. Nycaloths are not just brutes, not just flying brutes, not just stealthy flying brutes, but stealthy flying brutes that can cast darkness and mirror image at will. This is a crazy combination of features that can and should be used to freak players out. If this fails, or if its enemies are somehow unaffected by it, it follows up with mirror imageso that those who can see it may end up fighting an illusory duplicate instead.

It casts dispel magic under the same circumstances that a mezzoloth does. The synergy between invisibility and Teleport is interesting, because while invisibility ends when the caster casts any other spell, in the case of the nycaloth, Teleport is an action feature, not a spell. Thus, it can cast invisibilitythen Teleport without making itself visible again. This allows it not just to Teleport to the location of another enemy, as a mezzoloth can, but to turn invisible, then Teleport, then attack with both advantage and surprise.

This takes an extra round, but the nycaloth can make an educated guess about whether the benefits are worth the delay—for instance, depending on whether the opposition seems to include strong healers who can use that round to patch up their allies.

Arcanalothsas their name suggests, are spellcasting specialists with a voluminous repertoire, but the first thing I want to call attention to is their very high Charisma, their extraordinarily high Intelligence, and their proficiency in Deception and Insight.

These are smooth customers who will parley first if given the chance. They are all about getting what they want the easy way rather than the hard way.

What do they want? More than anything, information. Magic items, too, but mainly ones that help them obtain information, either directly or by trading them away to someone else. Their avarice for information is boundless. The information provided had better be of significant value, though. For instance, an arcanaloth has only one 6th- one 7th- and one 8th-level spell slot.

That being said, mind blank is a spell that might be useful in a battle of wits, but when it comes to a battle of stabs, not so much. And, indeed, chain lightning presents itself as a spell that can be boosted by casting it at 8th level.

This is the better choice, allowing the arcanaloth to cast this very powerful spell twice rather than just once. It will sustain that spell until it needs to cast some other sustained spell, most likely banishment.

Its first combat spell will be 8th-level chain lightningfollowed by 6th-level chain lightning. Against a single highly threatening opponent with a low enough Constitution save modifier especially one with 60 hp or fewer, for a shot at zombificationit casts finger of death.Ultroloths appeared as literally faceless humanoids with their only features being their bulbous, ovoid eyes that resembled fire opals.

Their skin was a mottled dark gray, contrasting the coursing colors and swirling patterns in their eyes.

oinoloth 5e

Those not entranced by the colors were deceived by the ultroloth into viewing them as a subject they loved or admired.

Most ultroloths wore robed cloaks or flowing capes as well as the severed fingers of their victims as materials for necklaces, [3] [4] and apart from their fashion sense their was no immediately apparent way to distinguish them. Ultroloths were schemers, manipulators, and plotters, holding no loyalty to anyone, least of all each other. They were constantly engaging in intricate intrigues, waging conspiracies and betrayals on everyone, including their own patrons.

Their plots were designed only to further their individual power, and wealth. Ultroloths were dangerous spellcasters, possessing a slew of innate and learned magical techniques. In turn, only magical weapons and attacks were capable of harming them.

Their sheer force of personality and personal willpower was enough to overpower most enchantments [1] [2] [4]. Their gaze had to hypnotize opponents, keeping them still and potentially creating the illusion that the ultroloth was an beloved figure. Ultroloths often wielded swords and polearms, doing so with precision and skill. Such weapons were always enchanted to a certain degree, sometimes with special or extraordinary abilities like curses, and the ultroloths always took the steps to learn their weapons' full potential.

However, this combat prowess was not often demonstrated as it was very rare to see an ultroloth engaged in a serious melee fight. In fact for an ultroloth the ideal battle was one in which they did not have to engage the enemy at all, masterfully orchestrating the course of events behind waves of soldiers.

While their allies formed a guard around them and fought directly, an ultroloth would use its mental powers to manipulate the course of battle, such as creating walls of fire to help front-liners or arcane symbols as a means of attack.

Yugoloth Tactics: Yagnoloths

Any situation in which an ultroloth was personally engaging combat as an equal or inferior was a battle that in their eyes they had already lost. In these cases they would gather as many of their favored allies as reasonably possible before retreating with the expendable soldiers covering them.

The only situation in which ultroloths in a losing battle did not retreat was if forced do by the circumstance or if such a confrontation was mandatory in order to realize their end goals.

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Ultroloths were the elite leaders in the yugoloth mercenary armies, roaming the planes with their fiendish legions. Such deals were often lopsided and never binding, as an ultroloth would easily switch sides or end service if it was more profitable.

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The ultroloths acted as the great visionaries of the yugoloths, yet each had their own personal beliefs on how the race's goals could best be furthered. Even non-yugoloths dwelling in the Lower Planes steered clear of them and they were possibly the most feared beings in the multiverse despite being outclassed by beings like the solars.

Ultroloths were the masters of their race not because of sheer strength or magical ability but due to their greatest weapon; their reputation. Becoming an ultroloth required millennia if not eons of wicked service, and in that time an innumerable number of contacts and pieces of information were learned throughout ascending the yugoloth hierarchy. With contracts stretching even to the Inner Planes and Material Plane and unfathomable information at their disposal, an ultroloth could have access to planet destroying forces if they made the right moves.

The quantity of the ultroloths was unknown, and besides the Oinoloth position, there was no achievable status greater than that of the ultroloth.This hardly seems like the profile of an arch-ruler of yugoloths. But since fifth-edition oinoloths seem not to be unique, not only is it possible to run into multiple oinoloths at once, at very high levels of play it seems downright probable. Even more than the yagnoloth, the oinoloth is a fiend without a weakness: its Strength and Charisma are extraordinary, and its lowest ability score is its very high Wisdom.

The thick of battle is a good place for it, however, because of its Bringer of Plagues trait, which creates a foot-radius area of blight that poisons creatures within it if they fail a saving throw. Or is it? Alternatively and, I think, preferablythe trait might be rephrased to indicate that only poisoned creatures take the necrotic damage. Unlike the nycaloth and the yagnoloththe oinoloth has to use its entire action to Teleport. Multiattack, therefore, is the go-to, with Corrupted Healing to be used only when the stars align.

Dungeons and Dragons Lore: Anthraxus the Decayed

The Claw attack alone is ferocious; two are savage. And if that Transfixing Gaze succeeds, it can move on to the new target for a double-Claw-with-advantage on the following turn, and aim another Transfixing Gaze elsewhere. Because of the power of chaining its Multiattacks like this, a good time to consider using Corrupted Healing is immediately after Transfixing Gaze has failed because the target succeeded on their saving throw. If it meets one of the first two of those criteria before any of its allies does, it uses Corrupted Healing on itself.

Using its swifter-than-humanoid-average foot movement speed, an oinoloth can swoop into the midst of a group of enemies, drop a plague zone, then Teleport out—or vice versa, Teleporting in and strolling back out, depending on whether the center of its desired blight zone is more or less than 40 feet from its current position.

The real items of interest are its once-per-day spells: feeblemindglobe of invulnerabilitywall of fire and wall of ice. Aside from low-to-average Intelligence, the key deciding factor in target selection is that the target is actually causing the oinoloth significant pain or inconvenience. Globe of invulnerability is useful and powerful enough that the oinoloth may seriously consider casting it right away, as its first action.

To affect it with a spell of 5th level or lower, an enemy spellcaster will have to come inside the globe, meaning within 10 feet of the oinoloth. No squish wants to get that close to an oinoloth. There are too many insensitive things it can do to them, from Transfixing Gaze to Claw attacks to Bringer of Plagues to wall of fire.

Wall of ice obstructs movement completely until characters bash through it; wall of fire simply forces an unpleasant choice between fire damage and necrotic damage. OK, so. But it also depends—possibly even more—on why the oinoloth is there to begin with.Free Resources on Roll All rights reserved. Advertisement Create a free account. Sign In. New Pro Feature: Custom Sheet Sandbox Making custom character sheets is easier than ever with a special, streamlined game type to build and test them!

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oinoloth 5e

Tools Toggle Dropdown. Character Vault. Roll20 for Android. Roll20 for iPad. Community Toggle Dropdown. Searches must be at least 3 characters. Traits Amphibious : The aboleth can breathe air and water.

Mucous Cloud : While Underwaterthe aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee Attack while within 5 ft. On a failure, the creature is Diseased for 1d4 hours.

The Diseased creature can breathe only Underwater. Probing Telepathy : If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. Actions Multiattack : The aboleth makes three tentacle attacks.

If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become Diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the Diseased creature's skin becomes translucent and slimy, the creature can't regain Hit Points unless it is Underwaterand the disease can be removed only by heal or another disease-curing spell of 6th level or higher.

When the creature is outside a body of water, it takes 6 1d12 acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.Canoloths were the loyal hounds of the yugolothsserving both as guardians and trackers for their masters. Although less populous and technically of lower status than the mezzolothsthey were treated far more favorably and regarded as valued parts of any yugoloth mercenary legion.

Within their mouths were two sets of teeth, with the first horizontal and the set behind it being vertical. Their gaping nostrils laid at the front of their skulls, sniffing and snorting at the ground as they moved. This was because canoloths lacked eyes, navigating by their powerful olfactory and auditory senses. Among the various yugoloth castes, canoloths were the most loyal, however this loyalty was not to be confused with discipline.

Their obedience partially stemmed from their slothfulness, as they preferred to do as little work as possible. The senses of a canoloth were strong enough to pinpoint creatures by smell and sound, easily compensating for their lack of eyesight. Invisibilitygaze attacks, visual illusionsand other effects reliant on sight were useless against them.

At the same time, one could "blind" a canoloth by negating, overpowering, or bypassing their other senses. Through removing one's own scent, blocking the canoloth's nostrils, or filling the air with an overwhelming odor, such as heavy incenses or noxious clouds of gas, one could reduce a canoloth's ability to perceive a target. Moving silently, blocking their ears, or making a loud enough noise had a similar effect, although yelling was not enough to accomplish anything outside of making oneself obvious.

Negation of both senses rendered canoloths truly blind and failing this they could be tricked through the use of misleading noises and smells. In terms of offense, canoloths were equipped with clawed paws they could use to tear foes limb from limb, although their armor-crushing jaws were far more deadly. Canoloths generally had no need to move in order to rip foes apart, as a combination of barbs and slime on their whip-like tongues let them drag any threat toward their waiting mouths.

They emitted a dimensional-locking field nearby themselves, foiling any attempts to teleport in or out of the space. Canoloths had a simple but effective combat strategy, pinpointing their enemies with their unusual senses before swiftly reeling them in with their tongues. Their next step was generally dependent on the situation.

Canoloths served as the hunting dogs of the yugoloths, acting as scouts, trackers, retrievers and assassins. While mezzoloths and dhergoloths made up the rank-and-file soldiers in yugoloth armies, canoloths were fewer in number but more valuable than individual soldiers.

Their ability to gather intelligence was a great aid to both piscoloth and nycaloth commanders. Their value to their leaders despite their relative weakness was well known to the canoloths and used to bully and annoy mezzoloths and hydroloths. It was not uncommon for greater yugoloths to keep a small pack of canoloths around, with arcanaloths and ultroloths even saddling them and using them as mounts.

When not employed, canoloths roamed the Lower Planes looking for victims to kill and torment. They were commonly seen within the Gray Wastes and Gehennabut were also known to traverse the Blood Rift. It was postulated that canoloths were created from mezzoloths that showed enough courage but this claim was somewhat unsubstantiated.The yugoloths are manipulative, secretive, and mercenary by nature, often acting as soldiers for deities in their own private wars, or even at times aiding both sides of the Blood War.

The yugoloths present themselves as simply greedy mercenaries, willing to sell their services to both sides, while behind that public face, the members of their highest castes view the entire course of the conflict as their own thing to control and manipulate until they decide to end it, unify the Fiendish Planes, and turn their attention to the planes of Good.

Like the tanar'ri and baatezu, the yugoloths have their rulers: the baernoloths, who are their progenitors. Below the baernoloths is the ruler of Khin-Oin, who is given the title of Oinoloth.

Yugoloths craving more power sometimes make a pact with the night hags who transform them into unique and powerful creatures, the altraloths. Non-transformed yugoloths find this to be a treachery against the perfection of their kind, but must bow nonetheless before the might of these fiends.

The most prominent is the former Oinoloth Anthraxus. Another major altraloth is Charon, the boatman of the River of Blood, who ferries souls down the river for a steep price.

In DR, a group of Netherese arcanists summoned a trio of nycaloths Aulmpiter, Gaulguth, and Malimshaer to test the defenses of the elven realm of Cormanthyr. The nycaloths, who served Malkizid and became known as the Khovanilessa meaning "Trio Nefarious"caused a great deal of damage before Cormanthyr's high mages succeeded in imprisoning them with epic magic. Unfortunately for Cormanthyr, the prison did not hold forever. In DR, the flight of the elven-raised red dragon Garnetallisar over the realm inadvertently fulfilled one of the conditions of their release, weakening the magical barrier enough that a gnoll shaman could summon them.

The Trio quickly moved to exact vengeance on the elves, raising the Army of Darkness and invading northern Cormanthyr in DR, sparking the Weeping War. The next year, the Army of Darkness crushed a force of Harpers at Twilight. Garnetallisar struck back, causing some damage but vanishing in the midst of the fight.

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The war raged on. Taking advantage of the war, drow forces attacked and recaptured the Twisted Tower. The war ended in disaster for the elves in DR, when Myth Drannor fell.

The seat of power in Cormanthyr returned to the Elven Court, and the nation was barred to non-elves.

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The ultroloth Inthracis mustered the majority of his army at the behest of Vhaeraun to kill Lolth's Yor'thae, thus preventing her elevation to greater power. He and his army failed in their task. Inthracis himself was killed by Pharaun Mizzrym but was resurrected using one of his Stasis clones that he kept on the Blood Rift.

A subgroup of yugoloths are known as battleloths. These creatures take the shapes of various weapons. Sign In Don't have an account? Start a Wiki. Contents [ show ]. Categories :. Cancel Save.

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