Showing posts with label Abyss. Show all posts
Showing posts with label Abyss. Show all posts

Thursday, January 9, 2020

Bodak

Bodak

Climate/Terrain: The Abyss
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: None
Intelligence: Low (5-7)
Treasure: Nil
Alignment: Chaotic Evil
---------------------------------------------------
Number Appearing: 1
Armor Class: 5
Movement: 6
Hit Dice: 9+9
THAC0: 11
Number of Attacks: 1
Damage/Attack: 
   by Weapon
Special Attacks: 
   Death Gaze: Any person or creature that meets a bodak's gaze must save vs. Petrification or die. A victim who dies in the Abyss transforms into a bodak in one day.
Special Defenses: 
   Immune to Electricity/Lightning, Non-Magical Fire, Poison and Silver Weapon
   Immune to Sleep, Charm, Hold and Slow spells
   Takes half-damage from Cold, Magical Fire, Gas 
   +1 or better Weapons to hit, but takes full damage from Iron Weapons
Special Weaknesses:
   Takes full damage from Iron Weapons
   Suffers 1 point of damage / round in direct sunlight
Magic Resistance: Nil
Size: M (6' tall)
Morale: Steady (11-12)
XP Value: 5,000

Note: 
Bodak's normally don't carry weapons, or bother with melee combat, but they maybe grab something handy if pressed.



Source: 2nd Edition AD&D 2602, Planescape Monstrous Compendium Appendix, pages 36-37





Ed's Notes: 
A victim who dies in the Abyss transforms into a bodak in one day. So... if you stuck one in a prison with a bunch of other people... Lol

Sunday, January 5, 2020

Tanar'ri, Lesser - Uridezu (Rat-Fiend)

Tanar'ri, Lesser - Uridezu (Rat-Fiend)

Climate/Terrain: The Abyss
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Low (5-7)
Treasure: Nil (B on Prime)
Alignment: Chaotic Evil
---------------------------------------------------
Number Appearing: 1
Armor Class: 0
Movement: 18
Hit Dice: 7
THAC0: 13
Number of Attacks: 3
Damage/Attack: 
   Claws (x2): d8, d8
   Bite: 2d6 + Paralyzation
Special Attacks: 
   Darkness 15' Radius (per spell, Tanar'ri Ability)
   Gate, per Spell: It's Master (40% chance), who is likely to be angry about this, so they don't tend to do this very often.
   Paralyzation: If bitten, targets must Save vs. Paralyzation or be Paralyzed for 2d4 hours.
   Summon and Command 4d6 Normal Rats or 2d6 Giant Rats, in areas where rats are normally found. (Uridezu ability)
Special Defenses: 
   Immune to non-magical Fire, Cold, Lightning and Poison
   Never Surprised
   Takes half damage from Magical Fire, and Gas
   Magical Weapons to hit, but takes full damage from Iron or Silver 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.
Special Weaknesses:
   Takes full damage from Iron or Silver Weapons
   To return to the Abyss, the must remain motionless for 3-12 turns, without being disturbed.
Magic Resistance: Nil
Size: M (6' tall)
Morale: Steady (11-12)
XP Value: 3,000

Notes: As applicable, Uridezu use all Spell like ability as if they were a 6th Level Mage and all are usable once per round unless otherwise noted.



Source: 2nd Edition AD&D 2173, Monstrous Compendium Annual Vol. 4, page 83




Ed's Notes: Gotta love Tanar'ri... Even the relative simple one have attacks like... PARALYZE FOR 3-12 HOURS! These guys are often used by powerful Tanar'ri to run errands in other planes.

Tanar'ri, Lesser - Yochlol

Tanar'ri, Lesser - Yochlol

Climate/Terrain: The Abyss
Frequency: Very Rare (Common in the Demonweb Pits)
Organization: Group
Activity Cycle: Any
Diet: Carnivore
Intelligence: High (13-14)
Treasure: None
Alignment: Chaotic Evil
---------------------------------------------------
Number Appearing: 1-4
Armor Class: 10, 4 as Spider
Movement: 12, Wb 6 as Spider
Hit Dice: 6+6
THAC0: 15 (13 as Humanoid, with Wepaon)
Number of Attacks: 8, 1 as Spider or Humanoid
Damage/Attack: 
   Tentacles (x8): d4+4 (x8)
   Bite: d8 + Poison as Spider
   by Weapon +4 as Humanoid (18/512 Strength bonus)
Special Attacks: 
   Charm Person (per spell, Yochlol ability)
   Darkness 15' Radius (per spell, Tanar'ri Ability)
   Poison, as Spider: Anyone bitten must Save vs. Posion or die.
   Web (per spell, Yochlol ability)
Special Defenses: 
   Gaseous Form (Yochlol ability): As Stinking Cloud (per spell) approximately 10' Tall and 5' in Diameter. Can only attack with Psionics in this form, but only be damaged by Magical Cold, Magical Fire or Magic Missiles. Gust of Wind will do 6d6 and Wind Walk will slay them in this form, instantly, with no Saving Throw.
   Immune to non-magical Fire, Lightning and Poison
   Stone Shape (per spell, Yochlol ability)
   Takes half damage from Magical Fire, Cold and Gas
   +2 or better Weapons to hit, but takes full damage from Iron or Silver Weapons
Special Abilities:
   Can take any of four forms: An amorphous mass,  Drow-like Humanoid, a Giant Spider or a Gaseous form.
   Infravision (per spell, Tanar'ri Ability)
   Spider Climb (per spell, Yochlol 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 or Silver Weapons
Magic Resistance: 40%
Size: M (6' tall)
Morale: Champion (15-16)
XP Value: 11,000

Psionic Ability: Level: 6, Dis/Sci/Dev: 1/3/10, Attack/Defense: MT, II, EW/All, Score: 14, PSP's: 90; Psionic Powers: Telepathic - Sciences: Domination, Mindlink, Probe; Devotions: Attraction, Contact, ESP, Invisibility, Phobia Amplification, Psychic Impersonation

Notes: As applicable, Yochlol use all Spell like ability as if they were a 6th Level Mage and all are usable once per round unless otherwise noted. In humanoid form, they typically wear Armor along the like of Drow Elf Chain Mail (AC: 5). For Weapons, they tend to favor Short Swords, Hand Crossbows and Javelins.



Source: 2nd Edition AD&D 2613, Planescape Monstrous Compendium Appendix II, pages 112-113



Ed's Notes: Mental note: Rear up on how Psionics work before letting the PC's visit Lolth's Realm in the Demonweb Pits!

Tanar'ri, Lesser - Maurezhi

Tanar'ri, Lesser - Maurezhi

Climate/Terrain: The Abyss
Frequency: Uncommon
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Average-Genius (8-18)
Treasure: B
Alignment: Chaotic Evil
---------------------------------------------------
Number Appearing: 1 (1-4 in The Abyss)
Armor Class: 5 (base)
Movement: 12, Ju 3
Hit Dice: 5 to 5+8
THAC0: 15
Number of Attacks: 3
Damage/Attack: 
   Claws (x2): d6, d6 (base)
   Bite: 2d4
Special Attacks: 
   Animate Dead (per spell, Mature Maurezhi ability)
   Blur (per spell, Maurezhi ability)
   Cause Fear (per spell, Maurezhi ability)
   Chill Touch (per spell, Maurezhi ability)
   Darkness 15' Radius (per spell, Tanar'ri Ability)
   Fear (per spell, Mature Maurezhi ability) 3/day
   Gate, per Spell: 2d5 Manes (60% chance) 1/day
   Hold Person (per spell, Mature Maurezhi ability)
   Leap: Can leap into battle and gain +2 in their first round of attacks. -2 to Surprise check, if leaping from concealed origin.
   Paralysis, by touch (per spell, Maurezhi ability), 3/day
   Summon d4 Ghouls (per spell, Maurezhi ability), 1/day
Special Defenses: 
   Immune to non-magical Fire, Lightning and Poison
   Invisibility (per spell, Mature Maurezhi ability)
   Makes all Saves as 10 HD Monster
   Takes half damage from Magical Fire, Cold and Gas
   +1 or better Weapons to hit, but takes full damage from Iron or Silver Weapons
Special Abilities:
   For each victim it consumes, it gains +1-2 Intelligence (if victim has higher intelligence), +1 hp, -1 AC, and +1 to Claw Damage. Can call upon the victim's memories, use their non-magical skills (see table below) and assume their appearance. Only a True Seeing or similar spell will reveal it's identity.
   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 or Silver Weapons
Magic Resistance: 40%
Size: M (6' tall)
Morale: Steady (11-12)
XP Value: Unimproved: 2,000
   Mature: 6,000

Notes: As applicable, Maurezhi use all Spell like ability as if they were a 6th Level Mage and all are usable once per round unless otherwise noted. Each victim consumed, and the knowledge they impart, can be determined as follows:

   00-40: 0-level character (possible proficiencies, identity or information gained)
   51-62: Warrior of level 1-8 (possible improved THAC0, Weapon Specialization, tracking or Ranger Skills)
   66-70: Wizard of Level 1-6
   71-80: Priest of Level 1-8
   81-95: Thief of Level 1-8 (with appropriate Thief abilities)
   96-00: Bard of level 1-8 (with appropriate Thief and non-magical Bard abilities)



Source: 2nd Edition AD&D 2613, Planescape Monstrous Compendium Appendix II, pages 110-111



Ed's Notes: This guy would make a pretty cool Jack the Ripper-type villain in a serial murder mystery scenario.

Tanar'ri, Lesser - Bulezau

Tanar'ri, Lesser - Bulezau

Climate/Terrain: The Abyss
Frequency: Uncommon
Organization: Group
Activity Cycle: Any
Diet: Carnivore
Intelligence: Low-Average (5-10)
Treasure: A
Alignment: Chaotic Evil
---------------------------------------------------
Number Appearing: 3-12
Armor Class: -1
Movement: 9
Hit Dice: 7+3
THAC0: 13
Number of Attacks: 4 or 3
Damage/Attack: 
   Claws (x2): d4+1, d4+1
   Head-butt: 2d8
   Tail: d3
   -OR-
   by Weapon (replaces claw attacks)
   ALL +6 (18/00 Strength bonus)
Special Attacks: 
   Berserk (Bulezau ability): 25% chance per round, 75% chance if they take damage without hitting foe. Attacks at +2. Suffer +1 Armor Class penalty. Save at +4 against Fear, Hold, Emotion or Mind-affecting Spells. Will not stop attacking until all foes are dead.
   Cause Fear (per spell, Bulezau Ability)
   Command (per spell, Bulezau Ability)
   Darkness 15' Radius (per spell, Tanar'ri Ability)
   Gate, per Spell: d3 Rutterkin (40%) or 3d4 Dretches (60%) with a 25% chance, 1/day.
   Head-butt (Bulezau ability): On a natural 19 or 20, knocks a man-sized opponent back d6+4 feet and stuns them for d3 rounds
   Shout (per spell, Bulezau Ability), 1/day
   Wall of Fog (per spell, Bulezau Ability)
Special Defenses: 
   Immune to non-magical Fire, Lightning and Poison
   Takes half damage from Magical Fire, Cold and Gas
   +1 or better Weapons to hit, but takes full damage from Iron or Silver Weapons
Special Abilities:
   Detect Invisibility (per spell, Bulezau 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 or Silver Weapons
Magic Resistance: 25%
Size: L (8' tall)
Morale: Fanatic (17-18)
XP Value: 9,000

Notes: As applicable, Bulezau use all Spell like ability as if they were a 7th Level Mage and all are usable once per round unless otherwise noted. They can use a variety of mostly normal weapons.



Source: 2nd Edition AD&D 2613, Planescape Monstrous Compendium Appendix II, pages 108-109





Ed's Notes: In the Tanar'ri armies, i
f the Bar-Lgura are the Scouts, the Armanites are the heavy shock-troops and the Goristro are the heavy artillery. these guys would be the Foot Soldiers. Not the cannon fodder, but the Tanar'ri's answer to the Baatezu's Barbazu.

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
---------------------------------------------------
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!)

Saturday, January 4, 2020

Tanar'ri, Greater - Goristro

Tanar'ri, Greater - Goristro

Climate/Terrain: The Abyss
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Low (5-7)
Treasure: B, C
Alignment: Chaotic Evil
---------------------------------------------------
Number Appearing: 1
Armor Class: -2
Movement: 15
Hit Dice: 20 + 120
THAC0: 1
Number of Attacks: 2 and 1
Damage/Attack: 
   Punch (x2): 6d4+6, 6d4+6
   Stomp: 5d8, opponent 6' or shorter with 10' range.
Special Attacks: 
   Darkness 15' Radius (per spell, Tanar'ri Ability)
   Fear (as a Wand, by gaze, Goristro Ability)
   Hurl Boulder (as Cloud Giant, Goristro Ability): 240 yard range, 2d12 damage.
 Special Defenses: 
   Immune to non-magical Fire, Lightning and Poison
   Takes half damage from Magical Fire, Cold and Gas
   Regenerate 1 hit point per round
   +1 or better Weapons to hit, but takes full damage from Iron Weapons, half damage from Silver
Special Abilities:
   Detect Invisibility (per spell, Goristro Ability)
   Detect Magic (per spell, Goristro Ability)
   Infravision (per spell, Tanar'ri Ability) to 360'
   Leviation (per spell, Goristro Ability)
   Spider Climb (per spell, Goristro 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: 60%
Size: H (21-24' feet tall)
Morale: Champion (15-16)
XP Value: 23,000

Note: All Spell like abilities are usable once per round unless otherwise noted. Note on Hit Points (they get +6 per die roll.) If they have 140-160 hp, they are 21' Tall, and are only hit by +1 or better weapons.  If they have 161-200 hp, they are 22' Tall, and are (still) only hit by +1 or better weapons. If they have 201-240 hp, they are 23' Tall, and are only hit by +2 or better weapons. And if they have 241-280 hp, they are 24' Tall, and are only hit by +3 or better weapons



Source: 2nd Edition AD&D 2603, Planes of Chaos Monstrous Supplement, pages 26-27






Ed's Notes: If the Bar-Lgura are the Scouts, and the Armanites are the heavy shock-troops, then these guys are the heavy artillery. Truly terrifying to behold. 
5d8 if they step on you!

Also... the MS in PoC says they're immune to Cold "like all Tanar'ri." But I think that's a typo, because ALL Tanar'ri AREN'T immune to Cold. They take half damage. So that's how I'm writing it up here.

Tanar'ri, Lesser - Armanite

Tanar'ri, Lesser - Armanite


Climate/Terrain: The Abyss
Frequency: Rare
Organization: Troop
Activity Cycle: Any
Diet: Carnivore
Intelligence: Average (8-10)
Treasure: A, D, I
Alignment: Chaotic Evil
---------------------------------------------------
Number Appearing: 2d10
Armor Class: 2
Movement: 18, Fl 18 (C)
Hit Dice: 5
THAC0: 15
Number of Attacks: 2 and 1
Damage/Attack: 
   Spiked Hooves (x2): 2d6, 2d6
   and
   by Weapon
Special Attacks: 
   Crushing Hooves (Armanite ability): On a roll of 20, and Armanite's spiked hooves can crush a Shield (75% of the time) or Breast Plate (25% of the time) reducing its AC protection by 1. Magical Armor is entitled to a Save vs. Crushing Blow
   Darkness 15' Radius (per spell, Tanar'ri Ability)
   Spark Bolts (Armanite ability): Armanites with Bows or Crossbows can fire Spark Bolts for 2d8 points of electrical damage, with a save for half.
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 takes full damage from Iron of Silver Weapons
Special Abilities:
   Can gallop into the sky 1/day for 1 hour.
   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 or Silver Weapons
   Take 3d6 damage from a vial of Holy Water, d6 from splashes.
Magic Resistance: Nil
Size: L (10' tall, 6' at the haunches)
Morale: Champion (15-16)
XP Value: 2,000
   Knecht: 7,000
   Konsul: 14,000

Notes: Armanites tend to use their troupe's weapon of choice. Usually:

Horseman's Mace (20%): Speed 6, d6/d4
Flamberge (2-Handed Sword) (30%): Speed 10, d10/3d6
Halberd (20%): Speed 9, d10/2d6
Scimitar (20%): Speed 5, d8/d8
Lance and...: Speed 6, d6+1/2d6 (double damage when charging)
...Saber (10%): Speed 4, d6+1/d8+1

some also carry:
Heavy Crossbows (10%): Speed 10, d4+1/d6+1, ROF: 1/2, Range: 8/16/24
 or
Recurved Composite Bows... (20%): Speed 7, ROF: 2, Range: 4/8/17
...with Barbed Arrows d8+1/d8+1

Each pack is led by a Pathwarden or Knecht: AC: 0, 8 HD, 3d6/3d6, MV: 21 and 19 Strength (+7 Damage.) Can infuse ALL weapons with Spark Bolts each round.

Each of the 24 known Armanite Towns is led by a Konsul: AC: -3, 11 HD, 4d6/4d6, MV: 24 and 20 Strength (+8 Damage.) Can infuse ALL weapons with Spark Bolts each round. Can throw 11 HD Lighting Bolts, 3/day. A few of the Konsuls are Spellcasters: Can be Mages up to 8th Level and Priests up to 5th Level.



Source: 2nd Edition AD&D 2603, Planes of Chaos Monstrous Supplement, pages 24-25





Ed's Notes: The elite Mercenaries and Shock Troops in the Blood War. A troop of these trampling over you can leave your character damaged in ways that don't heal.  Also... the MS in PoC says they're immune to Cold "like all Tanar'ri." But I think that's a typo, because ALL Tanar'ri AREN'T immune to Cold. They take half damage. So that's how I'm writing it up here.