By Alan McCoy from Dungeons & Dragons: Fundamentals
How to build challenging encounters against a Nycaloth
Note: This has been prepared utilizing only the 5E Core Rules. The Yugoloths can be found in the Monster Manual pages 311-314, the Nycaloth specifically can be found on page 314. As with all these types of creature, it is important to read the entire entry prior to attempting to portray or utilize them.
The Yugoloths are a race of fickle fiends that populate that area of the Hells that stands between the lawful devils and the chaotic demons.Legend has it that the first Yugoloths were spawned by a powerful Sisterhood of Night Hags who performed the work at the behest of Asmodeus. The Yugoloths would be a powerful fiend that had scruples enough to be trusted under the right conditions, yet not totally bound by order and restriction of their lawful natures.
What the Night Hags, and possibly Asmodeus got was a race is bound by the eternal question: “What’s in it for me?”As Fiendish Mercenaries, Summoned Yugoloths demand much for their time and assistance. Further, it is dangerous to use them, for while they can be reasoned with (as opposed to demons) they rarely keep their word (as opposed to devils) unless it benefits them to do so.
This essay deals with the Nycaloth, the elite airborne troops of the Yugoloths.
Nycaloths are large size humanoids roughly ten feet tall, they have green scaley skin with drab colored spikes at the shoulders and potentially other joints. Two brightly colored horns crown their heads. A set of bat-like wings (usually red, but sometimes black) protrudes from their back. These creatures are immensely strong and have the muscle mass to prove it.
The Nycaloths are the most loyal of the Yugoloths, their insight granting them the revelation that any client capable of employing them, would also be able to grant significant additional rewards in the future.
Step 1) Let’s Review what we know about Nycaloths
Physically these creatures are Strong (+5), and Tough (+4), they are only slightly above average in Dexterity.
Mentally these creatures are Intelligent (+1), and have great presence (Charisma +2), their wisdom is in the average range.
The Nycaloth is gifted with the senses of Darkvision (60 feet) and Blindsight (60 feet), it has a passive perception of 14.
The Nycaloth has a walking speed of 40 feet per turn, it also can fly at 60 feet per turn and can teleport sixty feet to an unoccupied space it can see.
As beings not of this world, the Nycaloth is resistant to non-magical weapon attacks (Bludgeoning, Piercing, Slashing). It is also resistant to some of the natural forces of the world such as cold, fire, and lightning. In addition, many magical spells are less effective when used against these creatures (Advantage on Saving Throws vs Spells and other magical effects).
Thanks to the influence of their natural plane of existence, the Nycaloth is completely immune to Acid and Poison damage, and the Poisoned condition.
While primarily aerial combatants, the Nycaloth does have has magical ability, and can cause magical spells and effects using Charisma as the spellcasting modifier (Spell Save DC 16). Specifically, it can cast Darkness, Detect Magic, Dispel Magic, Invisibility (self), and Mirror Image as many times each day as it would like, subject to the rules of Action, Bonus Action and Concentration.
The Nycaloth can speak Abyssal and Infernal. Additionally, it can communicate telepathically with anyone within 60 feet. Nycaloth will sometimes choose to initiate communications, but only if they see a benefit to them. As always, the racial motto: “What’s in it for me!” should be kept in mind.
Step 2) Determine the probable Strategy
Nycaloths are elite aerial troops and scouts, to be effective, they must have a certain level of autonomy, thus are free of exacting orders that might otherwise hamper their activities. Still much depends on the purpose for which he Nycaloth was utilized in the first place. For instance, a scout reports while a aerial shock troop might guard.
Most often Nycaloths are deployed as mercenaries and shock troops, this means that they do not develop a strategy of their own, instead they obey the orders of those who hired them.
In general, a Nycaloth will fly over a battlefield to observe and report. It will cast Mirror Image and Invisibility, thus if it is forced to drop invisibility for some reason, the duplicates are already in place.
The Detect Magic spell is used when scouting to determine areas of highly magical energy, these strongpoints are marked and reported for the client to consider.
The Dispel Magic spell can be used by a Nycaloth to disable devices or remove effects that magically enhance opponents prior to, or sometimes during combat.
Step 3) Determine Tactics
As an elite troop, a Nycaloth will rarely be found alone on a battlefield, almost always there will be multiple Yugoloths in the fray.
The actions of one Yugoloth will be coordinated with other Yugoloths thus amplifying the effectiveness and avoiding duplication of effort.
The Nycaloth will do its best to confuse its target regarding its location and the number of foes they face. To do this they will cast Darkness (dropping their individual invisibility) early in the combat, then utilizing their natural movement (walk – 40/fly – 60) and teleportation movement (60), they will move rapidly around the battlefield.
Thanks to their High natural AC and the disadvantage provided by Heavy Obscurement (Darkness), the Nycaloth can ignore the threat of ‘Opportunity’ attacks and will instead move about with impunity.
Always remember, it can see perfectly, darkness and obscurement do not affect it.
In addition to its formidable magical and combat abilities, the Nycaloth is an immensely strong flying creature that can teleport. Identifying hidden or magical foe, carrying it aloft (minimum 60 feet – Maximum 120 feet in a single round and dropping it is a viable attack – 1d6 per 10 feet).
In combat, the Nycaloth must choose between its claw attacks or wielding its Greataxe. The Axe does better damage, but the claws can cause a FIENDISH WOUND which will continue to bleed until either magical healing or the wound is bandaged (Medicine Check).
Because of its high flight speed, it is unlikely that it will stand toe to toe with a combatant, it instead fly into a darkness area and making a flying attack against one or more opponents while continuing its movement. While opponents are allowed an attack of opportunity, the high AC, disadvantage (Darkness or if a Nycaloth is present, Cloudkill), and Mirror Images make this an acceptable risk.
If possible, the Nycaloth will attack from altitude on its flyby, utilizing its greater reach to avoid attacks from the ground.If one or more of the Mirror images is taken out, the Nycaloth will probably take a round to refresh them prior to engaging once more.
Step 4) DM Tips and Observations
My favorite pet-peeve. “Odd” ability scores, especially at high values – I would reduce the Constitution of 19 to 18 (no loss), to increase the Dexterity of the creature to 12 (+1 to AC) and the Charisma (Presence) of the creature to 16. (Spell save DC to 17). Players build their characters efficiently; monsters should also be built efficiently.
As a Large size creature ALL the Nycaloths attacks should have a reach of 10 instead of 5.
Due to personal preference, I find the FIENDISH WOUND mechanic to be an un-necessary complication, especially when it applies to one attack but not the others. Instead, l let it apply to all the attacks possessed by these creatures. In addition, while medicine and cantrips might staunch this wound out of combat, during combat, only an actual healing spell (level 1+) or a magical potion/item will suffice.