Saturday, January 4, 2020

Tanar'ri, Greater - Goristro

Tanar'ri, Greater - Goristro

Climate/Terrain: The Abyss
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Low (5-7)
Treasure: B, C
Alignment: Chaotic Evil
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Number Appearing: 1
Armor Class: -2
Movement: 15
Hit Dice: 20 + 120
THAC0: 1
Number of Attacks: 2 and 1
Damage/Attack: 
   Punch (x2): 6d4+6, 6d4+6
   Stomp: 5d8, opponent 6' or shorter with 10' range.
Special Attacks: 
   Darkness 15' Radius (per spell, Tanar'ri Ability)
   Fear (as a Wand, by gaze, Goristro Ability)
   Hurl Boulder (as Cloud Giant, Goristro Ability): 240 yard range, 2d12 damage.
 Special Defenses: 
   Immune to non-magical Fire, Lightning and Poison
   Takes half damage from Magical Fire, Cold and Gas
   Regenerate 1 hit point per round
   +1 or better Weapons to hit, but takes full damage from Iron Weapons, half damage from Silver
Special Abilities:
   Detect Invisibility (per spell, Goristro Ability)
   Detect Magic (per spell, Goristro Ability)
   Infravision (per spell, Tanar'ri Ability) to 360'
   Leviation (per spell, Goristro Ability)
   Spider Climb (per spell, Goristro 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: 60%
Size: H (21-24' feet tall)
Morale: Champion (15-16)
XP Value: 23,000

Note: All Spell like abilities are usable once per round unless otherwise noted. Note on Hit Points (they get +6 per die roll.) If they have 140-160 hp, they are 21' Tall, and are only hit by +1 or better weapons.  If they have 161-200 hp, they are 22' Tall, and are (still) only hit by +1 or better weapons. If they have 201-240 hp, they are 23' Tall, and are only hit by +2 or better weapons. And if they have 241-280 hp, they are 24' Tall, and are only hit by +3 or better weapons



Source: 2nd Edition AD&D 2603, Planes of Chaos Monstrous Supplement, pages 26-27






Ed's Notes: If the Bar-Lgura are the Scouts, and the Armanites are the heavy shock-troops, then these guys are the heavy artillery. Truly terrifying to behold. 
5d8 if they step on you!

Also... the MS in PoC says they're immune to Cold "like all Tanar'ri." But I think that's a typo, because ALL Tanar'ri AREN'T immune to Cold. They take half damage. So that's how I'm writing it up here.

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