The Dragonlance Nexus

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Yaggol

D&D 3e (3.0/3.5) Rules

by James O'Rance


Medium-sized Aberration
Hit Dice: 9d8+27 (67 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 30 ft.
AC: 16 (+3 Dex, +3 natural)
Attacks: 2 fists +9 melee, or 4 tentacles +7 melee
Damage: Fists 1d6+4; or tentacle 1d4+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Mind blast, improved grab, extract
Special Qualities: Camouflage, darkvision 60 ft., SR 25
Saves: Fort +6, Ref +6, Will +9
Abilities: Str 18, Dex 16, Con 16, Int 7, Wis 17, Cha 9
Skills: Hide +7, Intimidate +3, Listen +7, Move Silently +15, Spot +7, Wilderness Lore +5
Feats: Improved Initiative, Multiattack
Climate/Terrain: Tropical jungle and underground
Organisation: Band (2-5), nest (5-10)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 10-18 HD (Medium-size)

Yaggol are mysterious and horrible creatures that haunt the jungles of Neron in Taladas. They are seven-foot tall humanoids with chameleon-like skin that shifts in colour and pattern to match the background, ranging from rich green to scarlet orange, with many shades of brown, green, and yellow in between. The yaggol's head is like that of a malevolent squid, with four long, grasping facial tentacles that obscure its lamprey-like mouth.

Yaggol are degenerate descendants of mindflayers from other worlds or perhaps the black gulfs between the stars, abandoned and forgotten in the jungles of southern Taladas. They favour the gloom of the jungle, and concealing robes are considered a mark of status among their nests. Yaggol prey upon the jungle-dwelling Cha'asii elves and human tribes of Neron to acquire brains for food and bodies to infect with their tadpole-like young, in a bizarre reproductive process.

Yaggol speak their own debased language and that of the Cha'asii elves.

Combat

Although they have lost much of the intelligence of their ancestors, the yaggol have grown physically powerful and are still incredibly dangerous and cunning in combat. The yaggol attack with their fists, delivering powerful blows. In addition, a yaggol can attack with its four long facial tentacles.

Camouflage (Ex): Yaggol are extremely hard to spot if hidden against a natural background—one that falls within the colour range of their powers. They gain a +8 racial bonus to Hide checks when in natural surroundings.

Mind Blast (Sp): The yaggol mind blast affects those within a ten-foot radius burst, centred on the creature. Anyone caught in this burst must make a Will saving throw (DC 15) or be stunned for 3d6 rounds from the intense mental agony the creature radiates. The mind blast places a great strain on the creature; it must wait one hour before attempting it again, and it can take no action in the next round as it recovers its wits. Yaggol are immune to the mind blasts of other yaggol.

Improved Grab (Ex): To use this ability, the yaggol must hit a Small to Large creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent's head. A yaggol can grab a Huge or larger creature, but only if it can somehow reach the foe's head.

After a successful grab, the yaggol can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single grapple check or Escape Artist check, but the yaggol gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.

Extract (Ex): A yaggol that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponent's brain, instantly killing that creature.

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