Thrall of Yeenoghu (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search


Thrall of Yeenoghu[edit]

I will wear your blood like warpaint human
—Neros Bloodmane, Demonomicon of Iggwilv

A conduit for the destructive energy of your patron, a thrall of Yeenoghu is a force to be reckoned with on the battlefield.

Becoming a Thrall of Yeenoghu[edit]

Only the strongest and most dedicated of Gnolls pursue this path. Those wishing to achieve immortality in the abyss become thralls of Yeenoghu so that he might grant them a place by his side after they die.

Entry Requirements
Alignment: Any evil.
Base Attack Bonus: +4.
Race: Gnoll or flind.
Skills: Knowledge (planes) +2, Knowledge (nature) +2.
Feats: Thrall to Demon (Yeenoghu), Power Attack.
Patron: Yeenoghu
Special: An aspiring Thrall must complete a sacrifice to Yeenoghu. The sacrifice must be an intelligent, non-willing humanoid of at least 3HD conducted out of sight of any civilized town or city.
Table: The Thrall of Yeenoghu

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +2 +0 Brand of Yeenoghu, Predatory Companion Bonus feat or +1 level of existing class
2nd +2 +3 +3 +0 Bull's strength 1/day
3rd +3 +3 +3 +1 Pack Hunter
4th +4 +4 +4 +1 bull's strength 2/day Bonus feat or +1 level of existing class
5th +5 +4 +4 +1 Blood Rush
6th +6 +5 +5 +2 bull's strength 3/day
7th +7 +5 +5 +2 Berserker Bonus feat or +1 level of existing class
8th +8 +6 +6 +2 bull's strength 4/day
9th +9 +6 +6 +3 Bite of the Hyena
10th +10 +7 +7 +3 Blessing of Yeenoghu, bull's strength 5/day Bonus feat or +1 level of existing class

Class Skills (2 + Int modifier per level)
Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str),Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str).

Class Features[edit]

Chosen of the demon prince of gnolls, thralls of Yeenoghu exist to provide blood for their demonic master. All of the following are class features of the thrall of Yeenoghu.

Spellcasting: At 1st, 4th, 7th, and 10th level, you gain either a bonus feat or new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a thrall of Yeenoghu, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. You select between feats or spellcasting at 1st level. Once this choice is made it cannot be changed.

Bonus Feats: If a you elect to get bonus feats you may choose any feat you qualify for as a bonus feat at 1st, 4th, 7th, and 10th level.

Brand of Yeenoghu: Upon becoming a thrall of Yeenoghu, you are branded with the demon lord's sigil. Evil creatures automatically recognize the symbol now emblazoned upon you as a sign of your utter depravity or discipleship to a powerful demon lord, and those who are ruled by Yeenoghu recognize it. You gain a +2 circumstance bonus on Diplomacy and Intimidate checks made against gnolls and ghouls and half that bonus against evil outsiders. This mark appears somewhere on your body of your choosing, but it must be visible for its effect to work. This ability counts as having the Dark Brand feat for the purpose of prerequisites.

Predatory Companion (Ex): At 1st level, you gain the service of a predatory animal, typically a hyena, that will follow you into battle. This creature is identical to a druid's animal companion with the exception that the animal in question must either be carnivorous or omnivorus. If you had a class that granted an animal companion, you must select a predatory animal companion (if you have not done so already). Your levels of Thrall of Yeenoghu stack with whatever class granted you an animal companion beforehand.

Bull's Strength (Su): At 2nd level, you may use bull's strength once per day as a supernatural ability with a caster level equal to your thrall of Yeenoghu level. You may use this ability one additional time per day for every two thrall of Yeenoghu levels you obtain after the second.

Pack Hunter (Ex): Upon reaching the 3rd level your flanking bonus increases to +3 and you deal +1 damage for each ally that threatens the target (to a maximum of your class level). If two or more thralls of Yeenoghu threaten the same target, you both count as flanking even if you're not on opposite sides of the enemy creature.

Blood Rush (Su): Upon reaching 5th level, whenever you use your bull's strength supernatural ability you gain the scent ability for the duration of the effect. Additionally, you may use your bull's strength supernatural ability to rid yourself of negative effects. Any time you are dazed, stunned, paralyzed, confused, poisoned, or suffering a fear effect, you may use your Bull's Strength ability as an immediate reaction (even if it's not your turn) to gain a second save against the effect (in addition to enhancing your strength). For the second save, you use your newly enhanced strength modifier in place of the normal ability score for the save. This ability can be used after you know whether or not you've failed your first save, but before the effects of the failure take place (i.e. before you take poison damage or lose your turn from being stunned). You may use Blood Rush once per turn so long as you still have uses of Bull's Strength remaining.

Berserker (Ex): At 7th level, when using the power attack feat, you may choose to allocate the penalty to your attack roll so that it applies to your armor class instead. This may be part of the total penalty or the whole amount. E. g. a Thrall of Yeenoghu with a base attack of +12 taking a -12 penalty to use power attack could split up the penalty so they take -6 on attack rolls and -6 to AC, or they could assign the entire -12 penalty to their AC.

Bite of the Hyena (Ex): At 9th level, your jaws strengthen, and you gain a bite attack as a natural weapon. This attack deals 1d4 + str damage, for a medium creature, and deals double damage on a critical hit. If you already had a bite attack, the damage die increases by one size. When using a full attack, you can make a bite attack as a secondary natural attack at a -5 penalty in addition to your normal full attack.

Blessing of Yeenoghu (Su): At 10th level, once per day. a thrall of Yeenoghu may embody the savagery of their patron for a short time. You gain +4 str, +4 con, and are hasted. You are also immune to fear, charm, and compulsion effects for the duration of the ability. The blessing lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. After the blessing leaves you, you are fatigued for the remainder of the encounter.

Similarly to a barbarian, while raging, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function a can use any feat, or Combat Expertise, item creation feats, and metamagic feats.


Ex-Thralls of Yeenoghu[edit]

If a thrall ever changes to a non-evil alignment or worships another demon or god, they lose access to their bull's strength supernatural ability, as well as Brand of Yeenoghu, Rule the Weak, Blood Rush, and Blessing of Yeenoghu.

Campaign Information[edit]

Playing a Thrall of Yeenoghu[edit]

Combat: You are akin to a barbarian with your abilities. Bolstered by your demonic patron, you charge into battle bringing destruction with you.

Advancement: Thralls of Yeenoghu typically come from rangers or fighters, although barbarians and druids are also common. Since other classes are rare in gnoll society, other kinds of classes almost never become thralls of Yeenoghu.

Resources: Gnolls and flinds are pack hunters by nature, thus you can expect respect, if not loyalty, from other gnolls. Other thralls of Yeenoghu may view you as a rival for your patron's blessing, but thralls can be expected to work together in the name of their lord.

Thralls of Yeenoghu in the World[edit]

You are feared by many and often respected by your kind. You represent a connection with the profane power that your patron wields on the material plane.

NPC Reactions: With the exception of gnolls, ghouls, and evil outsiders, most will view you with either fear or outright hatred. Depending on your campaign, gnolls may be viewed differently. Regardless, those dedicated to the demon lord of slaughter are feared by those who understand the implications.

Thrall of Yeenoghu Lore[edit]

Characters with ranks in Knowledge (planes) can research thralls of Yeenoghu to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (planes)
DC Result
10 Gnolls respect thralls of Yeenoghu for what they represent and the strength necessary to become one of Yeenoghu's chosen
15 Thralls of Yeenoghu often act as leaders, directing other Gnolls and aiding in their brutal attacks
20 Yeenoghu blesses his thralls with supernatural strength to aid them in battle
25 The most powerful of thralls may speak with Yeenoghu directly in their dreams to receive orders from their master

Thralls of Yeenoghu in the Game[edit]

As gnolls are rarely played by characters, a Thrall of Yeenoghu is most likely to be encountered as an enemy gnoll packlord or shaman, but can just as easily be used by a player character in an evil or alignment-gray campaign.


Back to Main Page3.5e HomebrewClassesPrestige Classes

Home of user-generated,
homebrew pages!


Advertisements: