Stahloth (Stone-Throwing Devil)
Rarely found, but always a nuisance when they appear, Stahloths are an incredibly weak and cowardly variety of the mercenary yugoloths. Skinny and knobbly, with pale-green skin, tstahloths are easily beckoned from their home plane, making them a perfect beginner's challenge for alchemists planning on learning the arts of conjuration. However, stahloths which visit Rabiah once are almost sure to find their way back again on their own, intent on causing general mischief and havoc.
Too Small to Notice Fiends are rarely found on Rabiah and both demons and devils are usually kept at bay by the threat of King Suleiman, Rabiah's first line of defense against evil. King Suleiman's presence stops larger and stronger fiends from approaching Rabiah's borders entirely, but smaller and weaker creatures such as the stahloth more easily slip through. Stahloths use this to their advantage, being of the smaller variety of the less well-known yugoloths. The do what they can to keep out of the way and below notice until they find their perfect moment.
Peace for a Price The perfect moment to reveal themselves, as defined by Stahloths, is the moment they see which will allow them to cause the greatest amount of turmoil before being banished. Usually this means small villages or the unpatrolled outskirts of cities, where the stahloth begins to bother and taunt citizens, stopping only when it demands are met. Buying off a stahloth is never cheap either, as the peevish yuogloths' only interests are things which glitter and shine, such as jewels and coins. And because Rabiah has such an abundance of both, it is often far easier to pay a stahloth to leave then it is to fetch an alchemist that lives days away. And so the stahloth leaves unharmed, with handfuls of riches, free to repeat the truck on the next unsuspecting victim.
Within a Stone's Throw Being so small, it is hard for those who have not dealt with a stahloth to understand how the creatures could possibly bother someone enough to expect a pay-off in return. But nearly everyone who encounters one immediately understands. Stahloths, like most yugoloths, have a natural command of magic, though their repertoire is limited to spells of darkness and magically injurious stones. But stahloths manage to work with this combination to create incredible havoc, as the spheres of darkness they create block the sight of their victims without blocking their own, letting them rain down stones with the dark. Because the proper name for a stahloth is generally known only to alchemists and those with a passing interest in arcane lore, these fiendish tactics have led to their more common name across Rabiah, the stone-throwing devil. When groups of stahlots manage to gather, their combined efforts can devastate the idle peace of an otherwise sleepy village.
Stahloth (Stone-Throwing Devil)
Rarely found, but always a nuisance when they appear, Stahloths are an incredibly weak and cowardly variety of the mercenary yugoloths. Skinny and knobbly, with pale-green skin, tstahloths are easily beckoned from their home plane, making them a perfect beginner's challenge for alchemists planning on learning the arts of conjuration. However, stahloths which visit Rabiah once are almost sure to find their way back again on their own, intent on causing general mischief and havoc.
Armor Class | 12 (natural) | ||
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Hit Points | 8d6+8 | ||
Speed | 30 ft. | ||
Strength | 14 (+2) | ||
Dexterity | 11 (+0) | ||
Constitution | 12 (+1) | ||
Intelligence | 9 (-1) | ||
Wisdom | 10 (+0) | ||
Charisma | 13 (+1) | ||
Damage Resistances | Cold | Fire | Lightning |
Damage Immunities | Acid | Poison | |
Condition Immunities | Poisoned | ||
Senses | Darkvision 60 ft. | Passive Perception 10 | |
Languages | Abyssal | Infernal | |
Challenge | 1/2 (50 XP) | ||
Special 1 | Devils Sight | Magical darkness doesn't impede the devil's vision | |
Special 2 | First Strike | The stahloth has an advantage on the first attack roll it makes on each of its turns | |
Special 3 | Innate Spellcasting | The stahloth's innate spellcasting ability is | Charisma (spell save DC 11) |
The stahloth can innately cast the following spells, | requiring no material components | ||
Spells 1 | At will | Magic stone | |
Spells 2 | 1/day | Darkness | |
Action | Claw | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d4+2 slashing damage |
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