Saturday, January 4, 2020

Tanar'ri, Greater - Chasme

Tanar'ri, Greater - Chasme

Climate/Terrain: The Abyss
Frequency: Common
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Average to Very (8-12)
Treasure: Nil
Alignment: Chaotic Evil
Number Appearing: 1
Armor Class: -5
Movement: 6, Fl 24 (D)
Hit Dice: 8+2
THAC0: 13
Number of Attacks: 3
   Claws (x2): 2d4, 2d4 + bleed for 2 points per round until magically healed.
   Nose: d4
Special Attacks: 
   Darkness 15' Radius (per spell, Tanar'ri Ability)
   Drone: Anyone who hears their buzzing drone must save vs. spell or fall into a comatose sleep for 2d4 hours unless splashed with cold water or shaken vigorously to be woken up. Otherwise, the Chasme can drain the victim's blood for d4 hp per round. Drone is effective on a target once per encounter.
   Fear: anyone seeing a Chasme must Save vs. Spells or flee in terror for d4 hours
   Gate, per spell: 2-20 Manes (40% chance), 2-5 Major or Marquis Cambion (40% chance) or 1 Chasme, 3/day
   Insect Plague (per spell, Chasme ability)
Ray of Enfeeblement (per spell, Chasme ability)
Special Defenses: 
   Detect Good, always active (per spell, Chasme ability)
   Detect Invisibility, always active (per spell, Chasme ability)
   Immune to non-magical Fire, Lightning and Poison
   Takes half damage from Magical Fire, Cold and Gas
Special Abilities:
   Infravision (per spell, Tanar'ri Ability)
   Telekinesis (per spell, Chasme ability)
   Teleport Without Error (per spell, Tanar'ri Ability)
   Telepathy/Tongues (Tanar'ri ability): Can communicate Telepathically with any intelligent life form regardless language barriers.
Special Weaknesses:
   Takes full damage from Iron Weapons, half damage from Silver
Magic Resistance: 50%
Size: M (7 long)
Morale: Champion (15-16)
XP Value: 14,000

Note: As applicable, Chasme use all Spell like ability as if they were a 8th Level Mage and all are usable once per round unless otherwise noted. 

Source: 2nd Edition AD&D 2602, Planescape Monstrous Compendium Appendix, page 99

Ed's Notes: You know... These are are tough, I guess, but as Tanar'ri go, I'm just not sure I do them justice enough to make them look "FLEE IN TERROR FOR 4 HOURS" tough. I mean... Even BALOR don't make you flee for that long. Is that a typo/mistake?

No comments:

Post a Comment