Sunday, January 5, 2020

Tanar'ri, True - Alkilith

Tanar'ri, True - Alkilith

Climate/Terrain: The Abyss
Frequency: Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: High (13-14)
Treasure: F
Alignment: Chaotic Evil
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Number Appearing: 1-3
Armor Class: 3
Movement: 6
Hit Dice: 11
THAC0: 9
Number of Attacks: 4
Damage/Attack: 
   Psedopods (x4): 2d4, 2d4, 2d4, 2d4 + Poision + Acid
Special Attacks: 
   Acid: If hit, target's items will be damaged, if they don't save vs. acid. (see table below)
   Cause Disease (per spell, Alkilith ability)
   Command (per spell, Alkilith ability) any Ooze, Jelly, Slime or Fungus-based monster
   Cone of Cold  (per spell, Alkilith ability) 3/day
   Dispel Magic  (per spell, Alkilith ability)
   Darkness 15' Radius (per spell, Tanar'ri Ability)
   Enervation  (per spell, Alkilith ability)
   Gate, per spell: d3 Chasme (30%) or 1 Herzou (70%) with a 50% chance, 1/day
   Gaseous Form (Alkilith ability): Can form into a 20' x 20' x 20' cube (roughly) of foul, stinking vapors. Vapors are impenetrable to normal vision and duplicate the effects of a Cloudkill Spell. Is impervious to Physical Damage in this form. Takes 1 round of inactivity to transform. Movement rate reduced to 1 and if struck by a Gust of Wind or similar effect suffers d6 damage per level of the caster with no Saving Throw.
   Hold Person (per spell, Alkilith ability)
   Poison: If hit, target must save vs. Poison or take additional d6 damage per round for d6 rounds or until slime is cleaned off.
   Putrefy Food and Drink, by touch (per spell, reverse of Purify, Alkilith ability)
   Stinking Cloud (per spell, Alkilith ability)
   Wall of Fire (per spell, Alkilith ability)
Special Defenses: 
   Immune to non-magical Acid, Fire, Lightning, Poison and Gasses
   Never surprised, in the Abyss
   Takes half damage from Magical Fire, Cold
   Takes half damage from Slashing and Bludgeoning Weapons
   +2 or better Weapons to hit, but full damage from Iron Weapons, half damage from Silver
Special Abilities:
   Detect Magic (per spell, Alkilith ability)
   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 Iron Weapons, half damage from Silver
Magic Resistance: 40%
Size: L (6' diameter)
Morale: Champion (15-16)
XP Value: 17,000

Note: As applicable, Alkilith use all Spell like ability as if they were a 11th Level Mage and all are usable once per round unless otherwise noted. Items are damaged from it's touch as follows:

   00-60: Victim's armor degrades one place per round of corrosion until an item saving trow vs. acid is successful.
   61-75: Victim's Shield is ruined unless an item saving trow vs. acid is successful.
   76-90: Victim's Weapon is ruined unless an item saving trow vs. acid is successful.  
   91-00: A random item (backpack, worn or carried magical item, etc...) is ruined unless an item saving trow vs. acid is successful.  



Source: 2nd Edition AD&D 2613, Planescape Monstrous Compendium Appendix II, pages 106-107






Ed's Notes: Cloudkill, Enervation, Hold Person, Wall of Fire, Poison AND they can DESTROY YOUR FUCKING STUFF?! Only the most EVIL DM would make the Party face such a monstrosity. Truly the stuff of nightmares. (I can't wait!)

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