Climate/Terrain: The Abyss
Activity Cycle: Any
Intelligence: Average to Very (8-12)
Alignment: Chaotic Evil
Number Appearing: 1
Armor Class: -5
Movement: 6, Fl 24 (D)
Hit Dice: 8+2
Number of Attacks: 3
Claws (x2): 2d4, 2d4 + bleed for 2 points per round until magically healed.
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)
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
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.
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?