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Yuogoloth, Lesser - Marraenoloth
Climate/Terrain: | Lower Planes | |
Frequency: | Rare | |
Organization: | Solitary | |
Activity Cycle: | Any | |
Diet: | Any | |
Intelligence: | Exceptional | |
Treasure: | I | |
Alignment: | Neutral evil | |
No. Appearing: | 1 | |
Armor Class: | -1 | |
Movement: | 18 | |
Hit Dice: | 10+20hp | |
THAC0: | 11 | |
No. of Attacks: | 1 | |
Damage/Attack: | 2d4 | |
Special Attacks: | Gaze unspires fear | |
Special Defenses: | Nil | |
Magic Resistance: | 80% to 1st-level spells | |
Size: | M (5' tall) | |
Morale: | Champion (15) | |
XP Value: | 7,000 |
Combat: Marraenoloths have all the standard powers of the yugoloths, but also use the following powers at will alter self, animate dead, cause disease, charm person improved phantasmal force, produce flame, and teleport without error. In addition, marraenoloths can gate in 1d6 hydroloths (75% chance), should the need arise.
These yugoloths are not great warriors, attacking only with their bony fangs. When angered, a marraenoloth's eyes glow fiery red, and anyone confronted by this horrifying gaze must successfully save vs. spell or be affected as by a fear spell. The marraenoloth then summon hydroloths to fight for it.
Marraenoloths have 80% magic resistance to 1st-level spells.
This resistance decreases by 5% for each
higher level of spell. (Thus, a marraenoloth's resistance
to 7th-level spells is only 50%.) They are immunine to
acid, fire, and poison, and they suffer only half damage
from gases. Their greatest weakness is cold-based
attacks, which inflict double damage upon them.
Ķabitat/Society:
Marraenoloths are unique among the
yugoloths in that they have an established task: They are
boatmen who pilot small skiffs on the black waters of the
River Styx. Unlike many other fiends, the marraenoloths
can pass from plane to plane without arousing suspicion
in the minds of others. They are ferrymen and ferrymen
only. Other fiends would love to subvert the marraenoloths
to spy on their Blood War enemies, but these
creatures are only concerned with their passengers.
Marraenoloths have an innate understanding os the twists and bends of the River Styx's channels, so they never get lost (unless it's convenien to do so). These creatures also can pilot their crafts through the Astral Plane and to the boundary of the Prime Material Plane. They can actually enter the Prime Material, too, but they must leave their skiffs behind. A marraenoloth without a vessel is lost and useless, so they are naturally reluctant to venture far from their crafts. Occasionally they are summoned or sent to the Prime, anyway, to transport some being to or from the Lower Planes (using a special plane shift ability that works for this task only).
Marraenoloths carry passengers but never cargo, always demanding immediate payment for their services. (Greater fiends may ignore this, forcing the mar- raenoloth to serve them.) They may demand a magical item, a bag of 10 platinum coins, or two gems of 50 gp value (or more). If not paid, the marraenoloth will seek to prevent the would-be passenger from entering its boat, and it will teleport itself and its craft away at the first opportunity.
Even if a marraenoloth is paid (as opposed to being sent by a higher evil force), there is still a 15% chance that the creature will betray the passenger, either by delivering him to the incorrect destination or plane (85% chance), or by leading the summoner into an ambush (15% chance). This chance of betrayal can be reduced by making additional contributions to the marraenoloth's hoard (-5% per additional payment listed above).
Since all marraenoloths are aware of each other, all know of any person who cheats or harms anyone of their kind. They won't come to each other's aid (that would indicate concern for their fellows), but the identity, of the transgressor is note, and future services from any of these yugoloths will require greater payments and incur a significantly higher risk of treachery. The cheater can return to the good graces of the boatmen only by making a suitable sacrifice to all their kind. The nature of this tribute is left to the DM, but a typical one would be the surrender of rare gems or several unique magical items, presented with due ceremony and contrition.
Ecology: These are among
the most neutral of the
evil yugoloths, existing
to collect their fares and
nothing else. They stay
clear of the politics of the
Blood War. Because their
skills are valuable to
tanar'ri and baatezu
alike, the other fiends
tolerate this neutrality.
As much as some
infernal lord might like
to subjugate them,
it's understood they
would no longer function
properly if that happened.
As a marraenoloth
without its sailing duties
is fairly worthless, even as
a lowly foot soldier in the
Blood War, no one has
attempted to take control
of them. However, they
may unwittingly play
pawns in the subtle
plottings of some
baatezu or tanar'ri.
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