# Yugoloth, Skeroloth >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >touchMelee/Ranged: +5/+8 > >Secondary: +0/+3 > >Multiattack: +3/+6 > >M/R_PA: +5/+8 > >2nd/PA: +0/+3 > >MA_PA: +3/+6 > >Itterative: 1 > > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0 > > xDCs:: Str: 12; Dex: 15; Con: 13; Int: 9; Wis: 11; Cha: 12 > > xFeat:: 2/2 (0) > > xClasSkil:: Climb, Perception, Stealth > > SaveDiff:: +/- 3 > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Skeroloth</div> <div class="CR">CR 3 (800 XP)</div> <div class="SOU">Fiend Folio</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> NE Small Outsider (evil, yugoloth) **Init** +7 **Perception** +6 #### defense **AC** 20, 14 touch, 17 flat-footed (+3 Dex, +6 natural, +1 size) **hp** 24 (4d10+4) **Fort** +2, **Refl** +7, **Will** +3 **Feint** 13, **Demoralize** 13 **Immune** acid, poison; **Resist** cold 20, electricity 20, fire 20 #### offense **Speed** 40 ft., burrow 20 ft., climb 20 ft. **Melee** touch +9 (1d4) **Space** 5 ft., **Reach** 5 ft. **Special Attacks** cringe, sneak attack **Spell-Like Abilities** (CL 4th; Concentration +4) > **At will**— daze, detect good, jump > **3/day**— burning hands, expeditious retreat > 3/day — combat precognition, combat prescience, know direction, talons #### statistics **Str** 11, **Dex** 16, **Con** 12, **Int** 5, **Wis** 8, **Cha** 11 **BAB** +4, **CMB** +3, **CMD** 16, **TA** +5, **RTA** +8 **Feats** [[Improved Initiative]], [[Weapon Finesse]] **Skills** Climb +12, Perception +6, Stealth +12 **Languages** #### special abilities ### Cringe (Su) As a standard action, a skeroloth can cower in fear. Any creature attempting to attack or otherwise harm a cringing skeroloth must succeed at a DC 12 Will save or become unable to follow through, losing the action. Those who successfully save against this skeroloth's cring is immune to that skeroloth's cringing for 24 hours. If the skeroloth stops cringing and then cringes again, the opponent may attempt a new Will save to attack it. This is an emotion, mind-affecting effect. ### Sneak Attack (Ex) Anytime a skeroloth's target is denied a Dexterity bonus, or when a target is flanked by a skeroloth, the skeroloth deals an additional 1d6 points of damage on a successful melee attack. #### ecology **Advancement** 5–10 HD (Medium-size); 11–15 HD (Large) Spies, thieves, i n f i l t r a t o r s , and wretched scum, the skero- loths are the dregs of the yugoloth armies. They serve because they must, fawning over the nearest powerful yu- goloth and betraying former masters when- ever given a glimpse of richer rewards. Skeroloths are quick to attack those they think weak, and even quicker to cry out for mercy when threat- ened by more pow- erful foes. The insectoid skeroloth has six legs and moves about equally well on two, four, or all six of its limbs. The pale red- gray skin of a skeroloth fades to a milky white whenever the creature is frightened, which is nearly all the time. Other yugoloths regard skeroloths as weak and worthless. Although they are driven into battle ahead of more formi- dable fighting units, no one really thinks of the wretches as a real fighting force. Skeroloths are at their most useful as spies, and they are often sent on scouting missions. A skeroloth can be summoned using a summon monster IV spell.