Climate/Terrain: The Abyss
Activity Cycle: Any
Intelligence: Semi (2-4)
Alignment: Chaotic Evil
Number Appearing: 50-500
Armor Class: 8
Hit Dice: 1
Number of Attacks: 3
Claws (x2): d2, d2
Darkness 15' Radius (per spell, Tanar'ri Ability)
Killing a Manes simply dissipates it into a noxious, stinking vapor that reforms in 24 hours. Anyone with 10' of a Manes when it dies must Save vs. Poison or sustain d6 damage from the vapor.
Immune to non-magical Fire, Lightning and Poison
Immune to Mind-affecting Spells
Takes half damage from Magical Fire, Cold and Gas
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.
Takes full damage from Normal, Silver or Iron Weapons
Magic Resistance: 10%
Size: S (3' tall)
Morale: They disregard their own existence and never check Morale.
XP Value: 975
Note: When formed into legions, they will sometimes be armed with Maces (Speed: 7, d6/d6) but they quickly forget how to use them and resort to fight tooth-and-nail.
Source: 2nd Edition AD&D 2602, Planescape Monstrous Compendium Appendix, page 103
Ed's Notes: Not actual Tanar'ri, the Manes are the Chaotic Evil petitioners of the Abyss. Little more than vermin and cannon fodder for the Blood War. PC's should be wary about fighting a large number. They're not Orcs. A large number can blanket the battlefield in Darkness to start and Poisonous Vapor as the battle rages on. And many Spells won't work on them. So even the most wretched among the Tanar'ri can still present a challenge. It doesn't say in the book if Holy Water or Weapons will keep them from re-forming.