Dhergoloths are the riot cops of Gehenna, fiends with a unique knack for mowing down mobs. Creatures of instinct, they show little independent judgment and no flexibility; if you start them up, they never stop.
Their exceptional Strength and Constitution stand out among their other, very unexceptional ability scores. They’re brutes, and they wouldn’t make ranged attacks even if they had any ability to do so. Their bodies are organic riot gear, resistant to physical damage from nonmagical weapons, cold, fire and lightning, and fully immune to acid and poison. They have 60 feet of darkvision and 60 feet of blindsight (I’m not sure why they have darkvision when they also have blindsight with the same range, which obviates the need for darkvision), which, as we’ll see, is key to their approach to combat.
Dhergoloths can cast darkness and fear at will. Darkness is often a problematic spell: since it thwarts darkvision, a character or creature that casts it inconveniences itself as well as its opponents, unless it has blindsight. But dhergoloths do have blindsight, so darkness works well for them indeed. Fear can also be problematic if you want to kill your foes rather than simply make them go away, and this is as true for dhergoloths as it is for most creatures. Given that both fear and darkness require concentration, and thus can’t be used at the same time, darkness is nearly always the better choice—and dhergoloths don’t have the Intelligence to recognize situational exceptions. They’ll cast fear only if ordered to, and not always then. Continue reading Yugoloth Tactics: Dhergoloths