Saturday, January 4, 2020

Tanar'ri, True - Vrock

Tanar'ri, True - Vrock

Climate/Terrain: The Abyss
Frequency: Uncommon
Organization: Group
Activity Cycle: Any
Diet: Carnivore
Intelligence: High (12-14)
Treasure: Nil
Alignment: Chaotic Evil
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Number Appearing: 2-8
Armor Class: -5
Movement: 12, Fl 18 (C)
Hit Dice: 8
THAC0: 13
Number of Attacks: 5
Damage/Attack: 
   Foot Claws Claws (x2): d4, d4
   Hand Claws Claws (x2): d8, d8
   Beak: d6
   -OR-
   by Weapon
   ALL +7 (19 Strength Bonus)
Special Attacks: 
   Dance of Ruin (Vrock Ability): If 5+ Vrock dance together for 3 rounds, they can release a wave of energy crackling through the air. Anyone within 100' must save vs. Death or suffer 2d20 damage (Save vs. Spell for half.) Dance is disrupted in any participant take 20 or more points of damage in a single round. All creatures, even the Vrock are affected.
   Darkness 15' Radius (per spell, Tanar'ri Ability)
   Dispel Magic (per spell, Vrock Ability)
   Gate, per spell: 2d10 Manes (50% chance), d6 Bar-Lgura (50% chance), or 1 Nalfeshnee (50% chance), 1/day
   Mass Charm (per spell, Vrock Ability)
   Mirror Image (per spell, Vrock Ability)
   Screech (Vrock ability): Once per battle, can emit a deafening screech. This deafens everyone within 30', stunning them for 1 round (Constitution check to avoid the stun.) This is usually saved until they are near death, then used just before they Teleport away.
   Spores (Vrock ability): Every 3 rounds can eject stinging spores for their body. Anyone within 5' takes d8 damage. Once hit, they implant and sprout for d2 damage per round for 10 rounds, after which the victim is covered in thick, vine-like growths. Spores can be killed with a Bless, Neutralize Poison or similar Spell, or by being sprinkled with Holy Water. Slow Poison stops the growth.
Special Defenses: 
   Immune to non-magical Fire, Lightning and Poison
   Never surprised
   Takes half damage from Magical Fire, Cold and Gas
   +2 or better Weapons to hit, but full damage from Iron Weapons, half damage from Silver
Special Abilities:
   Detect Invisibility (per spell, Vrock Ability)
   Detect Magic (per spell, Vrock Ability)
   Infravision (per spell, Tanar'ri Ability)
   Telekinesis (per spell, Vrock 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: 70%
Size: L (8' tall)
Morale: Fanatic (17-18)
XP Value: 19,000

Note: As applicable, Vrock use all Spell like ability as if they were a 10th Level Mage and all are usable once per round unless otherwise noted. 



Source: 2nd Edition AD&D 2602, Planescape Monstrous Compendium Appendix, page 110




Ed's Notes: Sopme of my favorite Tanar'ri to throw at the PC's. Lol. I generally don't give them weapons, but I guess the GM could assume (as with other Tanar'ri) that 
75% carry Enchanted Weapons (selected from page 140 of the 2e DMG,) with 15% chance of a Special Weapon.

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