Dhergoloth

Dhergoloths, often called dergholoths, derghodemons, or derghodaemons were brutish yugoloths one step above the mezzoloths in the daemon hierarchy. Like their inferiors they were insectoid soldiers that worked within mercenary armies, but had more limbs and greater strength at the cost of a lesser intellect.

"A dhergoloth's head doesn't turn along with its furiously spinning torso, and its torso can spin a different direction from its dancing legs. I'd like to vivisect one at one point and find out how this could be."

- Mordenkainen

Description
Dhergoloths had a confusing and alien anatomy, standing 8-10 feet (2.4-3 meters) tall on a tripod of legs. Their squat, muscular bodies were round and barrel-like in structure, mottled grayish green, encircled by five arms that each ended in stumpy, 4-clawed hands. Their heads were a strange combination of mantis and reptile, with faceted, burning eyes, and a pair of incessantly clicking mandibles. The three sections of their bodies, the head, torso, and legs, could rapidly swivel in any direction a full 360 degrees independently of the others, allowing them to change direction at will with staggering speed.

Personality
Dhergoloths were both stupid and stubborn, only fighting when compelled to by a more powerful being or promised a chance to slaughter in the near future. They were too dense to understand complex missions, the nature of war, or the gains that other creatures made from their fighting, nor did they care. They were incredibly sadistic, laughing maniacally when spilling blood and driven by an instinct to cause pain. When not wandering the lower planes looking for weaker beings to kill they had a tendency to congregate in large mobs of up to 500 members. This was likely due to a programmed instinct within their race that spared more powerful yugoloths the tiresome task of gathering them all in one place. Despite being brutes without appreciation for wealth or knowledge of magic they understood that other beings placed valued on these things, causing them to collect them.

Abilities
A dhergoloth's swiftly rotating body parts combined with their multiple limbs and compound eyes made them virtually impossible to flank. Even those that did not wield weapons, allowing them to easily parry incoming blows, were armed with deadly claws that flailed in every direction along with their spinning torsos. Because of their insectoid body structure they were known to be capable tunnelers, but were just as likely to try and teleport.

If needed they could summon aid in the form of a small group of mezzoloths, and could make use of spell-like abilities resembling darkness, and fear at will, as well as sleep once a day. Once per day, through the rapid clicking of their pincers, dhergoloths could create a noise with a similar effect to the feeblemind spell, causing non-yugoloths nearby to be particularly susceptible to their rampaging. Most confusingly of their powers was their ability to reform, but not in the way typical to most fiends. While normally outsiders could only truly die on their native planes the backwards dhergoloths had the opposite ability, reforming within 1-3 days when killed within one of the neutral evil planes, but perishing permanently anywhere else.

Combat
Dhergoloths were normally used as shock troopers, barreling into combat against formations of smaller foes and making use of their claws and weapons, often attempting to grab them with their free hands. Since being surrounded was rarely problematic they were free to indulge their bloodlust, but when pressed they would activate their chattering ability. Despite their love of combat, when in command of mezzoloths they would abusively intimidate their minions into fighting for them, only risking combat once it was clear they could not handle the situation by themselves. When they did engage in combat their aggression could reach suicidal levels, fighting to the death even when vastly outnumbered.