Saturday, January 4, 2020

Tanar'ri, Greater - Wastrilith

Tanar'ri, Greater - Wastrilith



Climate/Terrain: Watery parts of The Abyss and other Lower Planes
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Nil
Intelligence: High (13-14)
Treasure: 25-50,000 gp
Alignment: Chaotic Evil
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Number Appearing: 1
Armor Class: -1
Movement: 9, Sw 15
Hit Dice: 15
THAC0: 5
Number of Attacks: 3
Damage/Attack: 
   Claws (x2): d8, d8
   Bite: d12
Special Attacks: 
   Darkness 15' Radius (per spell, Tanar'ri Ability)
Special Defenses:
   Breath Weapon (Wastrilith ability): Blast of boiling water in a cone 30' long by 10' wide, for 3d10 damage. 3/day
   Immune to non-magical Fire, Poison and Cold or Water-based attacks
   Takes half damage from Magical Fire and Gas
   50% of Lightning attack being reflected back at caster. (But otherwise will take full damage.)
   Water Elementals will not attack, and has a 50% of wresting control of them from the summon, at a rang of 100'.
Special Abilities:
   Infravision (per spell, Tanar'ri 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 Normal, Silver or Iron Weapons
Magic Resistance: 25%
Size: L (10' tall)
Morale: Fanatic (17-18)
XP Value: 19,000

Note: All Spell like abilities are usable once per round unless otherwise noted. 



Source: 2nd Edition AD&D 2602, Planescape Monstrous Compendium Appendix, page 111






Ed's Notes: So... Don't go swimming on the Abyss, huh? I mean... DUH!

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