Saturday, January 4, 2020

Tanar'ri, Lesser - Marquis Cambion

Tanar'ri, Lesser - Marquis Cambion

Climate/Terrain: The Abyss
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: High to Genius (13-18)
Treasure: Z, A
Alignment: Chaotic Evil*
Number Appearing: 1
Armor Class: 2
Movement: 15
Hit Dice: 6
THAC0: 15
Number of Attacks: 2
   By weapon
Special Attacks: 
   Darkness 15' Radius (per spell, Tanar'ri Ability)
Special Defenses: 
   Immune to non-magical Fire, Lightning and Poison
   Never Surprised.
   Takes half damage from Magical Fire, Cold and Gas
   +1 or better Weapons to hit, but takes full damage from Silver or Iron Weapons
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.
   Climb Walls (per Thief ability, 95%)
   Hide in Shadows (per Thief ability, 80%)
   Move Silently (per Thief ability, 80%, without penalty in bulky metal armor)
Special Weaknesses:
   Takes full damage from Normal, Silver or Iron Weapons
Magic Resistance: 30%
Size: M (6-7' tall)
Morale: Elite (13-14)
XP Value: 6,000

Notes: Cambion have d4 of the following abilities:
   Detect Magic (per spell, Cambion Ability)
   Fear, by touch (per spell, Cambion Ability)
   Levitate (per spell, Cambion Ability), 7/day
   Polymorph Self (per spell, Cambion  Ability), 2/day

And have the following ability scores, like PC's:
   Strength: 18-20
   Dexterity: 15-20
   Constitution: 15-18
   Intelligence: 13-18
   Wisdom: 13-18
   Charisma: 2-24

Cambions with a Charisma over 18 is considered charming and can, at will, produce a reaction identical to a Charm Person spell.

Cambions with Intelligence of 16 or greater can cast spells as a Wizard of a level equal to their Hit Dice, and a randomly determined spell book.

Cambion use ornate weapons and armor. 75% Carry Enchanted Weapons (select from page 140 of the 2e DMG, with 15% chance of a Special Weapon.) Armor Class 6 is their base. but 75% Carry Enchanted Weapons (select from page 139 of the 2e DMG, with 5% chance of Special Armor.) Non-special just means +1, +2, etc...

Source: 2nd Edition AD&D 2602, Planescape Monstrous Compendium Appendix, page 98

Ed's Notes: Cambions are like Alu-Fiends in that the are the offspring of male Tanar'ri and human females. (So... similar to Tieflings as well, in that way.) B
etter have a few randomly rolled up, just in case the PC's run into one randomly. Their all unique, so you don't want to have to do all of that on the fly. Lol

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