
Doctor Necrotic |

I won't deny, I've always been a huge Planescape fan. More importantly, I'm still kinda sad that yugoloths aren't OGL content, so they won't be made into Paizo's daemons... well, as a paizo product. So, my question is; has anyone converted any yugoloths (especially ultroloth and arcanoloth) that didn't make the jump?

Augustus4 |

Those are two of the more powerful ones. If I were to use them I'd use them as is. With most things from 3.5 you can make the conversions on the fly without much difficulty. I'm a fan of creating mythologies and cosmologies for games so I could come up with a way to include those types into the daemon heirarchy or even have yugoloths and daemons coexisting. Shouldn't be too hard.

Farastu |
I've used the yugoloths extensively. Most of them work pretty well without modifying their Pathfinder versions (and I've even included Thanadaemons as Thanaloths and what not, even though those are brand new creatures in PF as far as I'm aware).
The Meladaemon/Arcanoloth is the one that needed the most tweaking to fit the Planescape concept. I got rid of its disease and hunger related abilities, gave it some additional spell-like abilities and immunity to mind affecting affects. Also giving it levels in sorcerer or wizard is also a very good idea, and something I did.
My players have not ran into an Ultraloth yet, so I haven't stated them up however, and it is one that really doesn't have a nice equivalent in Pathfinder that I'm aware of.
I actually did include the 'loths that follow The Four Horsemen included as well, eventually the players (whom were having major problems with those yugoloths) found a way to sick Shemeshka on them (long story).

Doctor Necrotic |

I've decided to bring the 'loths in, as is. Instead of being mercenaries, their goal is to initiate a fiend war in the first place. Perhaps mixing this with an almost Cold War espionage approach to propagate their sinister goals. In terms of crunch, I've been converting some crunch from both D&D books and fan versions alike. In terms of adding PF Fiends into Planescape? I haven't thought of much yet.

Farastu |
Well, the whole reasons for 'loths being mercenaries to begin with is because they are grand manipulators and masterminds seeking to assure the Blood War goes on forever (as to why, more than one possibility has been mentioned)... so officially they didn't initiate the Blood War (well, that's not completely 100% right as I believe one of the Planescape sources at some point does note that could be the case), but for them to try and do something like that certainly wouldn't be at all out of character. In a way the 'loths are pretty essential to the continuation of the multiverse... since without the Blood War the proper balance of things would be utterly screwed. I like to think of the Blood War as the most primal manifestation of the concept of war and conflict in general.
My game is a Planescape game, using Pathfinder rules, though I do have Golarion exist in it (however it's only referenced now and then). I have the PF daemons as a heretical 'Loth sect in it,and they hold that 'loths true purpose isn't to perpetuate the Blood War, and thus in their own rather evil way help to assure the continued existence of the multiverse, but rather that they are meant to be the ultimate embodiment of death (and its many children including war) which will bring ultimate ruin to all of creation. Naturally the rest of the Yugoloths really want to destroy these heretics.

Kain Darkwind |
3 people marked this as a favorite. |

Arcanaloth (CR 17)
NE Medium Outsider (Daemon, Evil)
Init +10; Senses Darkvision, greater arcane sight, see invisibilty; Perception +27
Languages Abyssal, Common, Draconic, Infernal; tongues, telepathy 100 ft.
_____________________________________________________________
AC 35, touch 20, flat-footed 25, combat 42
(+10 Dex, +15 natural)
hp 246 (17d10 + 153); DR 10/good and mithril
Immune acid, death effects, disease, mind-affecting, poison
Resist cold 10, electricity 10, fire 10; SR 30
Fort +16, Ref +20, Will +17
_____________________________________________________________
Speed 30 ft.; fly 50 ft. (good)
Melee 2 claws +27 (1d6 + 5 plus Strength drain) and
bite +27 (2d6 + 5)
Ranged Spell +27 touch
Space 5 ft.; Reach 5 ft.
Base Atk +17; Combat +22
Atk Options
Special Actions swift evocation
_____________________________________________________________
Sorcerer Spells Prepared (Caster level 13th, Concentration +20)
7th (4/day) – finger of death (DC 24)
6th (6/day) – chain lightning (DC 25), greater dispel magic
5th (7/day) – cone of cold (DC 24), feeblemind (DC 22), wall of force
4th (7/day) – bestow curse (DC 21), enervation, solid fog, wall of fire
3rd (8/day) – displacement, fireball (DC 22), lightning bolt (DC 22), vampiric touch
2nd (8/day) – heat metal, scorching ray, see invisibility, touch of idiocy, warp wood (DC 19)
1st (at will) – comprehend languages, mage armor, ray of enfeeblement (DC 18), shield, unseen servant
0 (at will) – arcane mark, dancing lights, detect magic, ghost sound, light, mending, open/close, prestidigitation, read magic
Spell-like Abilities (Caster level 17th, Concentration +24)
constant - greater arcane sight, read magic, see invisibility, tongues
at will – alter self, darkness, greater teleport, invisibility, magic missile, major image (DC 20), telekinesis
1/day – summon (arcanaloth or 1d6 derghodaemons, 100%)
_____________________________________________________________
Abilities Str 20, Dex 30, Con 28, Int 28, Wis 24, Cha 25
SQ Vile arcana
Feats Combat Reflexes, Empower Spell, Great Fortitude, Greater Spell Focus (evocation), Greater Spell Penetration, Spell Focus (evocation), Spell Penetration, Weapon Finesse, Widen Spell
Skills Appraise +25, Bluff +27, Diplomacy +27, Disguise +27, Fly +31, Intimidate +27, Knowledge (arcana) +33, Knowledge (geography) +29, Knowledge (history) +29, Knowledge (local) +29, Knowledge (religion) +29, Knowledge (the planes) +33, Linguistics +21, Perception +27, Sense Motive +27, Stealth +29, Spellcraft +37, Survival +21; Racial +4 Knowledge (any), +8 Spellcraft
Possessions double standard
_____________________________________________________________
Strength Drain (Su) 1d6 Str drain, Fort DC 27 reduces to 1 Str drain
Swift Evocation Once every 1d4 rounds, arcanaloths can cast any evocation spell they have prepared as a swift action without increasing the spell level.
Vile Arcana Arcanaloths cast spells as sorcerers. However, they are capable of changing their spells known daily through the use of a spellbook, just like a wizard. An arcanaloth who loses its spellbook is stuck with its current spell selection until can craft a new one. An arcanaloth does not increase its casting time when using metamagic.