Climate/Terrain: Baator
Frequency: Uncommon
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Very (11-12)
Treasure: Nil
Alignment: Lawful Evil
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Number Appearing: 2-8
Armor Class: 3
Movement: 12
Hit Dice: 5
THAC0: 15
Number of Attacks: 4
Damage/Attack:
Claws (x2): d4, d4
Bite: d8
Tail: 3d4 + Save vs. Poison or lose d4 Strength for d10 rounds.
Special Attacks:
Advanced Illusion (per spell, Baatezu Ability)
Animate Dead (per spell, Baatezu Ability)
Charm Person (per spell, Baatezu Ability)
Fear, 5' Radius: Save vs. Rod/Staff/Wand or flee in panic for d6 rounds
Gate, per spell: d100 Nupperibo (50% change) or d2 Osyluth (35% change), 1/day
Know Alignment (per spell, Baatezu Ability, always active)
Suggestion (per spell, Baatezu Ability)
Special Defenses:
+1 or better Weapons to hit, but takes half damage from Silver Weapons
Immune to fire (including magical and dragon) and Poison
Invisibility (per spell, Osyluth Ability)
Takes half damage from Cold and Gas.
Special Abilities:
Fly (per spell, Osyluth Ability)
Improved Phantasmal Force (per spell, Osyluth Ability)
Infravision (per spell, Baatezu Ability)
Teleport Without Error (per spell, Baatezu Ability)
Wall of Ice (per spell, Osyluth Ability)
Special Weaknesses:
Takes half damage from Silver Weapons
Magic Resistance: 30%
Size: L (9 feet tall)
Morale: Steady (11-12)
XP Value: 7,000
Source: 2nd Edition AD&D 2602, Planescape Monstrous Compendium Appendix, page 27
Ed's Notes: If the Baatezu were cops, these guys would be like Internal Affairs. They basically go around Baator looking for Baatezu that aren't being the best (worst) they can be to sweep up into Blood War conscription or discipline in some other manner. PC's should still be extremely wary of them however!
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