Eryloth (3.5e Monster)
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Under primal sky, deep within darkest earth, the fury of the eryloth, of blood infernal.
First born of the spilled blood of lesser gods and powerful yugoloths slain upon the Material Plane, eryloths are evil incarnations of vengeance. Often looked down upon by other yugoloths for their connection to the Material Plane, eryloths serve a useful role; they're native to the Material plane and capable of replenishing their own stock to fulfill their goals. Eryloths, when allowed, attack when their targets are weakened. They wait and stalk prey until an opportunity arrises.
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|NE Medium Outsider (Evil, Native, Shapechanger, Yugoloth)|
|Init/Senses||+3/Darkvision 120 ft.; Listen +9, Spot +9|
|Languages||Abyssal, Auran, Common, Infernal, Terran, Undercommon|
|AC|| 16 (*18 Blood Armor), touch 13, flat-footed 13 (*15 Blood Armor)|
(+3 natural armor, +3 Dexterity, (*+2 Blood Armor enhancement))
|hp||33 (4d8 HD); Blood pool form only: 1/2 damage from physical damage (bludgeoning, piercing or slashing)|
|Immune||acid and poison|
|Resist||Energy Hindrance 50% cold, electricity, fire|
|Weakness||An eryloth takes double damage from Good-aligned weapons.|
|Speed||40 ft. (8 squares), fly Beast form only at 80 ft. (poor)|
|Melee||blood sucking unarmed strike bash +9 (1d6+7 bludgeoning/19–20) or|
|Melee||2 unarmed strikes flurry +7 (1d6+5 bludgeoning/19-20) or|
|Melee||2 blood sucking bites +9 (1d4+5 piercing, slashing, and bludgeoning/19-20)|
|Space/Reach||5 ft./5 ft. (30 ft. Blood Tongue)|
|Special Actions||Blood Suck, Blood Tongue, Vengeance Strike|
|Spell-Like Abilities|| (CL 4th):|
1/minute—Blacklight—4 rounds (D), Will negates DC 17 (10 + spell level 3rd + Charisma mod 4)
|Abilities||Str 19, Dex 17, Con 17, Int 16, Wis 14, Cha 18|
|SQ||Alternate Forms, Enhanced Attacks, Improved Grab, Native Outsider Traits, Simple and Martial Weapon Proficiency|
|Feats||Improved Unarmed Strike, Improved Grapple, Combat ExpertiseB, Improved FeintB|
|Skills||Bluff +11, Climb +11, Diplomacy +15, Disguise +15 (*+17), Intimidate +13, Jump +11, Knowledge (nature) +5, Listen +9, Move Silently +10, Sense Motive +9, Spot +9, Sleight of Hand +5, Survival +9, Tumble +5|
|Alternate Forms (Su)||An eryloth can assume either the form of a pool of blood or a quadrupedal twin-headed winged beast as a free action on her turn. While in her beast form, she loses the ability to speak and her unarmed strike flurry but may still employ her unarmed strike bash. She gains wings allowing flight, stability (granting a +4 bonus on checks to resist being knocked over) when on the ground, two bite attacks and the ability to employ two blood tongues simultaneously. In blood pool form she loses the ability to speak or make attacks (and no longer threatens in melee) but gains her Blood Armor, takes half damage from physical sources, ignores difficult terrain movement penalties and may slip through any crack a liquid would pass through (though at half her speed when squeezing with no need to make a check) without the −4 penalty to AC. Additionally, while in blood pool form, she may attempt to appear as an inanimate pool of blood with a Disguise skill check. She may pass through threatened spaces or assume one of her other forms while within a space occupied by an unfriendly creature, but doing so provokes attacks of opportunity against her.|
|Blood Armor (Su)||If an eryloth drops to or below 1/2 her total maximum hp (16), her blood provides a +2 enhancement bonus to her armor class for as long as she remains so damaged. When in her blood pool form, she always gains this bonus.|
|Blood Suck (Su)||When an unarmed strike (such as with her bash, grapple or Blood Tongue) or bite (but not a flurry) successfully deals damage on a living corporeal creature with blood, she gains half of the damage dealt from the attack back as HP gain to herself.|
|Blood Tongue (Su)||When in her humanoid form, she may make either a blood sucking unarmed strike bash (to deal damage normally) or a touch attack (which deals no damage) with a tongue of blood which extends from her mouth with a reach of 30 feet. This attack does not provoke attacks of opportunity. If either option successfully hits, she may attempt to start a grapple with her opponent as a free action. If she wins the opposed check, her opponent is considered grappled with the blood tongue (though the eryloth herself isn't considered grappled, her checks suffer a −10 penalty to maintain the grapple in this manner unless she grapples the opponent herself). Every round her opponent remains grappled, she deals constriction damage as if she had struck her opponent with her blood sucking unarmed strike bash. So long as she has the Strength to drag her opponent's weight, she may reel her opponent closer at 5 feet per round. If the blood tongue is dealt 12 hp (her HD × her Constitution bonus) or more damage in a single round (at her flat-footed AC of 13 or 17 with her Blood Armor), it breaks and the eryloth loses the ability to deploy her blood tongue for 1d4+1 rounds.|
|Draw Out Blood (Su)||If an eryloth kills a living creature with blood of at least Medium size, she may draw out its remaining blood as a free action for two purposes. She may either heal herself of all lost hp, ability damage and negative levels or she may create a new eryloth which rises in the deceased creature's space in 1 round and at half (16) hp.|
|Enhanced Attacks (Ex)||An eryloth's natural weapons and unarmed strikes function as though they were +1 magical weapons with an expanded critical threat range and enhanced damage die size.|
|Improved Grab (Ex)||An eryloth is able to attempt to grapple an opponent as a free action without provoking attacks of opportunity when she successfully strikes them with a melee attack (such as with her unarmed strikes or blood tongue).|
|Vengeance Strike (Ex)||When a creature attacks an eryloth, she may declare that creature as the target of her vengeful fury once per turn as free action. She gains a +2 morale bonus on attacks, saves, skills and ability checks made against this single target.|
The eryloth presented here has 7 skill ranks in Bluff, Climb, Diplomacy, Disguise, Intimidate, Jump, Listen, Move Silently, Sense Motive, Spot and Survival. These skills are her class skills. She gains a +4 racial bonus on Bluff and Disguise checks. She gains +2 synergy bonuses on Disguise (to act in character), Intimidate, Sleight of Hand, Tumble and Knowledge (nature) skill checks. She gains a +4 synergy bonus on Diplomacy skill checks. She may use any of the above skills even untrained. These numbers are represented in the stat block above.
In her natural form, an eryloth appears to be a living liquid pool of blood. Often times, she may be confused for an ooze or the bloody aftermath of a battle.
She may also assume the form of a twin-headed, winged, quadrupedal beast. This form's body resembles something of a tensed, hairless, muscular burgundy tailless dog or cat with humanoid hands for feet. Her twin heads are featureless save their large mouths and sit atop long muscular serpentine necks. Despite not having apparent eyes or ears, an eryloth sees and hears just fine in any of her forms. From her back a pair of bird-like or bat-like wings sit folded tightly against her body when on the ground. When in the air, her wings unfurl and allow her to fly at great speed.
Her third form is that of a humanoid and is typically female. She may assume a male form, but all eryloths are inherently female. With a basic disguise to blend in among humanoids, she may appear as pale-skinned and athletic with smooth features and dressed in whatever clothing she found available. When not conspiring with subterfuge, eryloths traditionally employ long, straight maroon hair, dark eyes and dark lips on their emotional faces. If she assumes her humanoid form for combat, an eryloth is more likely to appear as an overly-smoothed over scowling female humanoid with ruddy skin and eyes that ooze blood. Her mouth often hangs agape from screams of fury or due to her blood tongue lashing out to ensnare foes.
Regardless of her form, an eryloth weighs about 140 pounds.
An eryloth prefers to travel in her quadrupedal beast form, slinking into her puddle form to hide on battlefields or slip into buildings. For combat, she generally employs her humanoid form.
When she dies, she melts into a blood-like pool as her natural form, often drying out and staining the area where she died with her evil taint.
Tactics & Habits
Though proficient with simple and martial weapons, an eryloth prefers to fight unarmed, feinting and grappling her flat-footed opponents with her Blood Tongue. Preferably, she'd employ her blacklight sphere on either herself or her target and move in silently on her foes. When without her blacklight, she'll advance and employ combat feints as a move action to get her opponents off-guard and make attacks. If there are multiple weaker foes, she may employ her quadrupedal beast form to make two blood tongue attacks per round. If she is unable to get the drop on her opponent with a tactical advantage, gets heavily wounded or outnumbered, she'll transform into either her quadrupedal beast form to withdraw and fly away or slip into her blood pool form to ooze through cracks, taking a total defense action if necessary.
Unlike other fiends, an eryloth is incapable of magically summoning others to her aid, relying instead on her ability to draw out blood from her slain foes for backup.
Surprisingly tactical in her habits, an eryloth prefers retreat or diplomacy to mindless fury. While evil, she is not wasteful in picking her targets. If unable to close with attackers due to range or other threats, an eryloth is likely to retreat and make an attempt again later.
|Author||Ganteka Future +|
|Challenge Rating||4 +|
|Identifier||3.5e Monster +|
|Subtype||Evil +, Native +, Shapechanger + and Yugoloth +|
|Summary||A bloody shapechanging yugoloth native to the Material plane. Difficult to kill as it stalks for vengeance. +|