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
The lowest-level of the yugoloths in Mordenkainen’s Tome of Foes is the merrenoloth, and it’s something I haven’t come across before: a low-level monster that nevertheless has lair actions with regional effects. Merrenoloths normally pilot ferryboats on the River Styx (meaning, I suppose, that Charon is the head of their guild), but they can be summoned and hired to captain vessels on other planes. When a merrenoloth accepts such a contract, the vessel becomes its lair.
The lair actions don’t do much to protect the merrenoloth itself; rather, they protect the vessel under its command, allowing the merrenoloth to restore hit points to a damaged vessel, speed it away from pursuers (or toward another vessel it’s pursuing) or interfere with flying attackers. The merrenoloth itself, in fact, would rather not fight at all—it would rather just do its job. Consequently, it will never come to the aid of another creature. It engages in combat only if threatened directly.
When it is threatened, it defends itself partly by spellcasting and partly by striking with an oversize oar, which it seems to wield as a finesse weapon, judging by its attack bonus and damage. Its ability contour is interesting: part spellslinger, part melee shock attacker. But it doesn’t have much in the way of damaging ranged spells; its strongest offensive gambit is gust of wind, which it can use to try to shove enemies overboard. I say “try to,” because its spell save DC of 13 is not impressive; even low-level fighting classes will beat it at least half the time. On the other hand, it affect an area 60 feet long and 10 feet wide, so it’s usable against several foes at once, at least one of whom is likely to fail their save. Continue reading Yugoloth Tactics: Merrenoloths
Finally, as promised! In Advanced Dungeons and Dragons, the neutral evil analogues to lawful evil devils and chaotic evil demons were daemons, but since midway through second-edition D&D—perhaps to avoid confusion with demons, or perhaps to avoid confusing Philip Pullman fans—they’ve been called “yugoloths.” Yugoloths are neither as obedient as devils nor as recalcitrant as demons: they have a mercenary mind-set, and in fact are often used as mercenary warriors by archdevils and demon lords, according to the Monster Manual flavor text.
There’s little reason for a yugoloth to be encountered in any other context, and therefore little likelihood that player characters will run into one on their home material plane. But I can imagine a scenario in which an evil ruler asks a court wizard to summon a yugoloth for aid in battle against a rival, figuring that it might be easier to control than a demon and less likely to demand something unacceptable in return than a devil.
There are four types of yugoloth listed in the MM. From weakest to strongest, they’re the mezzoloth, the nycaloth, the arcanaloth and the ultroloth. (Given this naming pattern, I’m not sure why they’re called “yugoloths” instead of just “loths.” The “yugo-” prefix is never explained.) However, even mezzoloths have a challenge rating of 5. These are not opponents for low-level adventurers. Continue reading Yugoloth Tactics