YGORL- Slaad Lord of Entropy

Large Outsider (Chaotic)

Hit Dice: 70d8+630 (945 hp)

Initiative: +6 (+2 Dex, +4 Improved Initiative)

Speed: 40 ft

AC: 37 (-1 size, +2 Dex, +26 natural)

Attacks: Huge +5 scythe +85/+80/+75/+70/+65/+60 melee

Damage: Huge +5 scythe 2d6+16 and death strike

Face/Reach: 5 ft by 5 ft/10 ft (20 ft with scythe)

Special Attacks: Spell-like abilities, psionics, death strike, control undead, summon slaad

Special Qualities: Fast healing 15, damage reduction 40/+4, SR 30, amorphous, plane shift, resistances, telepathy

Saves: Fort +46, Ref +39, Will +46

Abilities: Str 33, Dex 15, Con 29, Int 27, Wis 28, Cha 25

Skills: Climb +81, Concentration +79, Diplomacy +77, Escape Artist +72, Gather Information +77, Intimidate +77, Intuit Direction +79, Knowledge (arcana) +78, Knowledge (planes) +78, Listen +79, Move Silently +72, Scry +78, Search +78, Sense Motive +79, Spellcraft +78, Spot +79

Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Expertise, Great Cleave, Improved Bull Rush, Improved Critical (scythe), Improved Disarm, Improved Initiative, Improved Trip, Multiattack, Mobility, Power Attack, Spring Attack, Sunder, Weapon Focus (scythe)

 

Climate/Terrain: Any land and underground

Organization: Solitary or troupe (1-2 death slaadi)
Challenge Rating:
42

Treasure: Double standard

Alignment: Always chaotic neutral

Advancement:

 

Ygorl always appears as a skeletal, black, bat-winged humanoid standing about 12 feet tall. He wields a huge scythe in his hands with various runes inscribed on the blade.

   Ygorl does not possess the alternate form ability of other slaadi, and it is clear that the form he assumes on the Material Plane is not the same one in Limbo.

   No one has ever seen his true form, that which is rumored to be that of a 15-foot tall slaad of total darkness.

 

COMBAT

Ygorl’s primary attack is with his scythe. He attacks relentlessly with it in combat, mixing in his spell-like abilities and psionics as he sees fit.

   Spell-Like Abilities: At will—animate objects, circle of death, chaos hammer, cloak of chaos, deeper darkness, detect magic, dispel law, fear, finger of death, fireball, fly, identify, invisibility, magic circle against law, mass charm, power word blind, see invisibility, silent image, symbol (fear or hopelessness only), and word of chaos; 1/day—blasphemy, power word kill and storm of vengeance. These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).

   Psionics (Sp): At will—astral projection, charm monster, deeper darkness, detect evil, detect law, dimensional anchor, dispel good, levitate, and protection from law. These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).

   Death Strike (Su): Any creature of demigod status or less struck by Ygorl’s scythe will be instantly slain unless a successful Fortitude save (DC 24) is made. Creatures slain can be raised normally, but there is only a 50% chance of such magic working properly. Even on a successful save a creature still takes 6d6 points of damage.

   Control Undead (Su): When on the Material Plane (and only on the Material Plane), Ygorl can control undead as the spell cast by a 20th-level cleric.

   Plane Shift (Sp): Ygorl can enter any of the Outer planes, the Inner planes, or the Material plane. This ability transports Ygorl and up to six other creatures provided they all link hands. It is otherwise similar to the spell of the same name.

   Summon Slaad (Sp): Three times per day Ygorl can automatically summon three red, blue, or green slaadi, or two gray or death slaadi.

   Telepathy (Su): Ygorl can communicate telepathically with any creature within 100 feet that has a language.

   Resistances (Ex): Ygorl has acid, cold, electricity, fire, and sonic resistance 10.

 

 

YGORL’S MOUNT

When visiting the Material Plane, Ygorl rides an ancient brass dragon named Shkiv.

 

Shkiv (ancient brass dragon): CR 19; Huge dragon (fire); HD 31d12+186; hp 465; Init +4 (Improved Initiative); Spd 60 ft, fly 200 ft (poor), burrow 20 ft; AC 38 (touch 8, flat-footed 38), Atk +40 melee (2d8+11, bite) and +38 melee (2d6+5, 2 claws) and +38 melee (1d8+5, 2 wings) and +38 melee (2d6+5, tail slap) and +38 melee (2d8+5, crush); Face/Reach 10 ft by 20 ft/10 ft; SA breath weapon, spell-like abilities, frightful presence, spells; SQ fire subtype, damage reduction 15/+2, immune to sleep and paralysis, SR 27, blindsight 300 ft, keen senses; AL CG; SV Fort +23, Ref +17, Will +21; Str 33, Dex 10; Con 23, Int 18, Wis 19, Cha 18.

   Skills and Feats: Bluff +38, Concentration +38, Diplomacy +38, Escape Artist +22, Intimidate +34, Knowledge (arcana) +38, Listen +35, Search +35, Sense Motive +34, Spot +35; Cleave, Flyby Attack, Great Cleave, Hover, Improved Initiative, Power Attack.

   Breath Weapon (Su): Shkiv has two breath weapons, a line of fire or a cone of sleep. The save DC for either is 31.

   Fire: 100-ft line of fire, 10d6 points of fire damage, Ref save DC 31 for half.

   Sleep: 50-ft cone, Will save DC 31 or fall asleep (regardless of HD) for 1d6+10 rounds.

   Hover: Can attack with bite, 4 claws, and tail slap. Hemispherical cloud 300-ft radius snuffs out small fires, obscures vision, blinds those inside and for 1 round after they exit. Concentration DC 25 to cast a spell inside.

   Spell-like Abilities: At will—speak with animals; 3/day—endure elements (300-ft radius); 1/day—suggestion, control winds, and control weather.

   Keen Senses (Ex): Quadruple normal vision range in bad light; double normal vision in good light; darkvision 1,000 feet.

   Frightful Presence (Ex): 300-ft radius, all creatures with 31 HD or less, Will save DC 29 or panicked (creatures with 4 HD or less) or shaken (creatures with 5 HD or more) for 4d6 rounds.

   Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

   Sorcerer Spells Known (9/6/6/5/5/4/3/2; base DC 14 + spell level): 0—dancing lights, daze, disrupt undead, flare, light, open/close, prestidigitation, ray of frost, read magic; 1st—animate rope, burning hands, magic missile, obscuring mist, shocking grasp, true strike; 2nd—blur, daylight, detect thoughts, misdirection, see invisibility, web; 3rd—blink, lightning bolt, magic circle against law, nondetection, water breathing; 4th— charm monster, confusion, improved invisibility, remove curse, wall of fire; 5th—dismissal, feeblemind, hold monster, seeming; 6th—antimagic field, circle of death, geas/quest; 7th—spell turning, teleport without error.

 

 

Ygorl first appeared in the 1e FF (1981).