Saturday, January 4, 2020

Tanar'ri, Guardian - Molydeus

Tanar'ri, Guardian - Molydeus

Climate/Terrain: The Abyss
Frequency: Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: High to Exceptional (15-16)
Treasure: Nil
Alignment: Chaotic Evil
Number Appearing: 1
Armor Class: -5
Movement: 15
Hit Dice: 12
THAC0: 9
Number of Attacks: 3
   Dog Bite: 2d6
   Snake Bite: d6 + saves vs. Poison or be turned into a Manes in d6 turns. Neutralize Poison followed by Remove Curse is needed to eliminate the poison. Once transformed, the victim is beyond restoration by any means short of divine intervention or a carefully worded Wish.
   +5 Dancing, Vorpal Axe: 2d10+5
Special Attacks: 
   Affect Normal Fires (per spell, Molydeus Ability)
   Animate Object (per spell, Molydeus Ability)
   Blindness (per spell, Molydeus Ability)
   Charm Person or Mammal (per spell, Molydeus Ability)
   Command (per spell, Molydeus Ability)
   Darkness 15' Radius (per spell, Tanar'ri Ability)
   Evard's Black Tentacles (per spell, Molydeus Ability)
   Fear (per spell, Molydeus Ability)
   Gate, per spell: 1 Molydeus (35% chance), d2 Chasme (35% chance), d4 Babau (35% chance), 1/hour
   Lightning Bolt (per spell, Molydeus Ability) 7/day
   Sleep (per spell, Molydeus Ability)
   Suggestion (per spell, Molydeus Ability)
   Vampiric Touch (per spell, Molydeus Ability)
Special Defenses: 
   Immune to non-magical Fire, Lightning and Poison
   Improved Invisibility (per spell, Molydeus Ability)
   Never surprised
   Takes half damage from Magical Fire, Cold and Gas
   Cold Iron Weapons to hit. Immune to all other, including Magical Weapons of any level.
Special Abilities:
   Infravision (per spell, Tanar'ri Ability)
   Polymorph Other (per spell, Molydeus 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.
   True Seeing (per spell, Molydeus Ability, always active)
Special Weaknesses:
   Takes full damage from Iron Weapons
Magic Resistance: 90%
Size: H (12' tall)
Morale: Fearless (19-20)
XP Value: 21,000

Note: All Spell like abilities are usable once per round unless otherwise noted.  IT's Axe disappears when it dies, and if it is taken from them, they will stop at nothing to get it back.

Source: 2nd Edition AD&D 2602, Planescape Monstrous Compendium Appendix, page 101

Ed's Notes: +5... Dancing... Vorpal... AXE. Ho... Lee... Shit. 

Plus he has a million other powers and cannot be hit even by MAGICAL WEAPONS. Only Iron. PC's would be SO screwed to come up against one of these.

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