Medium fiend (yugoloth), neutral evil
Armor Class 17 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 40 ft.
Proficiency Bonus +4
Proficiency Bonus +5 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 17 (+3) | 18 (+4) | 17 (+3) | 16 (+3) | 19 (+4) |
Saving Throws Con +8, Wis +7
Skills Deception +8, Intimidation +8, Perception +7
Damage Resistances cold, lire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 17
Languages Abyssal, Infernal, telepathy 60 ft.
Challenge 12 (8400 XP)
Bringer of Plagues (Recharge 5-6). As a bonus action, the oinoloth blights the area within 30 feet of it. The blight lasts for 24 hours. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved. Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the Oinoloth’s Bringer of Plagues for the next 24 hours. On a failed save, the creature takes 14 (4d6) necrotic damage and is poisoned. The poisoned creature can’t regain hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature’s hit point maximum is reduced by 5 (1d1O). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times.
Innate Spellcasting. The oinoloth’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
- At will: darkness, detect magic, dispel magic, invisibility (self only)
- 1 /day each: feeblemind, globe of invulnerability, wall of fire,
wall of ice
Magic Resistance. The oinoloth has advantage on saving throws against spells and other magical effects.
Magic Weapons. The oinoloth’s weapon attacks are magical.
ACTIONS
- Multiattack. The oinoloth uses its Transfixing Gaze and makes two claw attacks.
- Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 22 (4d10) necrotic damage.
- Corrupted Healing (Recharge 6). The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned.
The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same hour. The target dies if its hit point maximum
is reduced to 0. - Teleport. The oinoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
- Transfixing Gaze. The oinoloth targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed until the end of the oinoloth’s next turn. While charmed in this way, the target is restrained. If the target’s saving throw is successful, the target is immune to the oinoloth’s gaze for the next 24 hours.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
Oinoloth
Oinoloths are fiendish creatures that embody pestilence and disease. They are the nominal lords of the yugoloths, a race of neutral evil mercenaries that dwell in the Gray Wastes of Hades. Oinoloths are feared and respected by their kin, but also constantly challenged by ambitious rivals who seek to usurp their throne.
DESCRIPTION
An oinoloth resembles a ram-headed humanoid with a gaunt and sickly appearance. Its skin is covered with boils, blisters, and pustules, and its wool is easily torn off. Its eyes are sunken and bloodshot, and its mouth foams with saliva. An oinoloth wears a tattered cloak and carries a staff topped with a skull.
An oinoloth speaks Abyssal and Infernal, and can communicate telepathically with any creature within 60 feet. It can see in darkness and sense the presence of living beings nearby. It can also create and manipulate diseases at will, infecting or curing anyone it chooses.
COMBAT
Oinoloths are cunning and ruthless combatants, preferring to use their diseases and spells to weaken their foes before finishing them off with their claws or staff. They can also charm their enemies with their hypnotic gaze, or summon other yugoloths to aid them in battle.
An oinoloth’s diseases are deadly and diverse, ranging from common ailments like fever and plague to exotic afflictions like flesh rot and soul decay. An oinoloth can create any disease it can imagine, or modify existing ones to suit its needs. It can also spread its diseases through touch, breath, or spores.
An oinoloth’s spells are mostly focused on defense and deception, such as invisibility, mirror image, and dimension door. It can also cast spells that enhance its diseases, such as contagion, harm, or symbol of pain.
HABITAT / SOCIETY
Oinoloths rule over Oinos, the first layer of the Gray Wastes of Hades. Oinos is a bleak and barren land, where the sky is perpetually overcast and the air is foul with decay. The only structures that stand out are the Wasting Tower of Khin-Oin, where the oinoloth resides, and the Siege Malicious, a throne that grants the title of oinoloth to whoever sits on it.
Oinoloths are the supreme leaders of the yugoloths, a race of fiends that sell their services to the highest bidder in the Blood War between demons and devils. Yugoloths are divided into several castes, each with its own abilities and roles. The most powerful caste is the ultroloths, who aspire to become oinoloths by overthrowing the current one.
Oinoloths are paranoid and secretive, rarely leaving their tower or trusting anyone. They spend most of their time creating new diseases or plotting against their enemies. They have few allies among other fiends, as they are seen as treacherous and unpredictable. They have many enemies among both demons and devils, who fear their power over plagues.
ECOLOGY
Oinoloths are unnatural beings that defy the laws of nature. They do not need to eat, drink, or sleep, but they derive pleasure from spreading diseases and suffering. They do not reproduce sexually, but they can create new yugoloths by corrupting other creatures with their diseases.
Oinoloths have a negative impact on the environment, as they pollute the land with their diseases and spores. They also cause harm to the living creatures they encounter, either by infecting them with diseases or killing them outright. They have no regard for the balance of life and death, only for their own power and glory.
Oinoloths have few natural predators, as most creatures avoid them or succumb to their diseases. However, they face constant threats from other fiends who covet their throne or seek to destroy them. They also have to contend with adventurers who brave the Gray Wastes to challenge them or stop their plans.