Showing posts with label True. Show all posts
Showing posts with label True. Show all posts

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!)

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.

Tanar'ri, True - Nalfeshnee

Tanar'ri, True - Nalfeshnee

Climate/Terrain: The Abyss
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Godlike (21+)
Treasure: H x2
Alignment: Chaotic Evil
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Number Appearing: 1
Armor Class: -8
Movement: 12, Fl 15 (D)
Hit Dice: 11
THAC0: 9
Number of Attacks: 3
Damage/Attack: 
   Claws (x2): d4, d4
   Bite: 2d4
Special Attacks: 
   Bind (per spell, Nalfeshnee Ability)
   Call Lightning (per spell, Nalfeshnee Ability)
   Chill Touch (per spell, Nalfeshnee Ability)
   Darkness 15' Radius (per spell, Tanar'ri Ability)
   Distance Distortion (per spell, Nalfeshnee Ability)
   Feeblemind (per spell, Nalfeshnee Ability)
   Forget (per spell, Nalfeshnee Ability)
   Gate, per spell: d6 Babau (50% chance), or 1 Vrock (50% chance), 2/day
   Giant Insect (per spell, Nalfeshnee Ability)
   Magic Spray (Nalfeshnee ability): They must concentrate for one round. Hits do not break its concentration. After this it shoots rainbow colored beams in every direction. Anyone within 60' suffer 15 hp of damage (save for half.) They must then Save vs. Spell again, at -2, or be stricken dumb for d10 rounds, where they will wander in a trance, experiencing their greatest fear.
   Mirror Image (per spell, Nalfeshnee Ability)
   Slow (per spell, Nalfeshnee Ability)   
   Web (per spell, Nalfeshnee Ability)   
Special Defenses: 
   Immune to non-magical Fire, Lightning and Poison
   Invisibility (per spell, Nalfeshnee Ability)
   Never surprised
   Protection from Good (per spell, Nalfeshnee Ability, always active)   
   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:
   Alter Self (per spell, Nalfeshnee Ability)
   Detect Invisibility (per spell, Nalfeshnee Ability, always active)
   ESP (per spell, Nalfeshnee Ability)
   Infravision (per spell, Tanar'ri Ability)
   Know Alignment (per spell, Nalfeshnee Ability, always active)   
   Raise Dead (per spell, Nalfeshnee 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: H (20' tall)
Morale: Fanatic (17-18)
XP Value: 17,000

Note: All Spell like abilities are usable once per round unless otherwise noted.



Source: 2nd Edition AD&D 2602, Planescape Monstrous Compendium Appendix, page 107




Ed's Notes: Just below the Mariliths in terms of Power. They serves as judges of sorts over the mortals that pass into the Abyss. One, Gabberslug, is a more literal judge in the "Courts of Woe" in Sigil. 

Tanar'ri, True - Marilith

Tanar'ri, True - Marilith

Climate/Terrain: The Abyss
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Genius (17-18)
Treasure: C, F
Alignment: Chaotic Evil
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Number Appearing: 1-2
Armor Class: -9
Movement: 15
Hit Dice: 12
THAC0: 9
Number of Attacks: 7
Damage/Attack: 
   Tail: 4d6 (Constriction)
   by Weapon (x6)
Special Attacks: 
   Animate Dead (per spell, Marilith Ability)
   Cause Serious Wounds (per spell, reverse of Cure Serious Wounds Marilith Ability)
   Cloudkill (per spell, Marilith Ability)
   Constriction, with tail: When the tail hits, it wraps around the victim, inflicting 4d6 damage every round. Trapped victims must make a Constitution check every round to remain conscious. No opponent with less that a 15 Strength can break free. There is a 10% chance per round, per point over 14 Strength that the victim can break free.
   Curse (per spell, reverse of Bless, Marilith Ability)
   Darkness 15' Radius (per spell, Tanar'ri Ability)
   Gate, per spell: 2-20 Least Tanar'ri (35% chance), d6 Lesser Tanar'ri (35% chance), d4 Greater Tanar'ri (35% chance), or 1 True Tanar'ri (35% chance), 1/hour
   Project Image (per spell, Marilith Ability)
   Pyrotechnics (per spell, Marilith Ability)
Special Defenses: 
   Comprehend Languages (per spell, Marilith Ability)
   Immune to non-magical Fire, Lightning and Poison
   Immune to Illusions and Mind Affecting Spells
   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 Evil (per spell, Marilith Ability)
   Detect Invisibility (per spell, Marilith Ability)
   Detect Magic (per spell, Marilith Ability)
   Infravision (per spell, Tanar'ri Ability)
   Polymorph Self (per spell, Marilith Ability), 7/day
   Telekinesis (per spell, Marilith Ability), 7/day
   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 (7' tall)
Morale: Fanatic (17-18)
XP Value: 23,000

Note: All Spell like abilities are usable once per round unless otherwise noted.  Mariliths favor exotic swords and axes, but use all kinds of weapons. 90% of theseir weapons are  enchanted and 15% are Special. (Select from page 140 of the 2e DMG.)



Source: 2nd Edition AD&D 2602, Planescape Monstrous Compendium Appendix, page 101






Ed's Notes: Look up the Cloudkill spell sometime.  Everything else she has and they give here THAT on top of it. Basically a save-or-instant-kill spell. Damn. Oh... and make sure you roll up her weapons ahead of time. They have a rivalry with the Glabrezu.

Tanar'ri, True - Herzou

Tanar'ri, True - Herzou

Climate/Terrain: The Abyss
Frequency: Common
Organization: Group
Activity Cycle: Any
Diet: Carnivore
Intelligence: Average to High(8-14)
Treasure: C
Alignment: Chaotic Evil
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Number Appearing: 1-6
Armor Class: -6
Movement: 12
Hit Dice: 9
THAC0: 11
Number of Attacks: 3
Damage/Attack: 
   Claws (x2): d6, d6 + Hug
   Bite: 4d4
Special Attacks: 
   Animate Object (per spell, Herzou Ability)
   Darkness 15' Radius (per spell, Tanar'ri Ability)
   Gate, per spell: 4-10 Least Tanar'ri (50% chance), 1-10 Lesser Tanar'ri (50% chance), or 1-4 Greater Tanar'ri (50% chance), 3/day, and...
   Gate, per spell: 1 True Tanar'ri (20% chance), 1/day
   Hug: If both claw attacks hit, victim is in a bearhug that inflicts 2d4 damage per round and cannot attack. A successful check against half the PC's Strength needed to escape. Inflicting 20 hp damage in one round will cause the Hersou to release the victim.
   Produce Flame (per spell, Herzou Ability)
   Summon Insects (per spell, Herzou Ability)
   Stench: Anyone within 10' of the creature must Save vs Paralyzation or be overcome by it's stench. Anyoen so overcome lies helpless on the ground, gaging and vomiting. Those who save still take penalties of -2 to Attack and +2 to their Initiative rolls.
   Unholy Word  (per spell, reverse of Holy Word, Herzou Ability)
   Wall of Fire (per spell, Herzou Ability)
Special Defenses: 
   Duo-Dimension (per spell, Herzou Ability), 3/day
   Immune to non-magical Fire, Lightning and Poison
   Protection from Normal Missiles (per spell, Herzou Ability)
   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:
   Blink (per spell, Herzou 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: 70%
Size: L (7' tall)
Morale: Fanatic (17-18)
XP Value: 14,000

Note: As applicable, Herzou use all Spell like abilities as if they were a 9th Level Mage and all are usable once per round unless otherwise noted.



Source: 2nd Edition AD&D 2602, Planescape Monstrous Compendium Appendix, page 102






Ed's Notes: The weakest and most common of the True Tanar'ri. (But... still a TRUE TANAR'RI!) So... the stench... Do they have to save every round? (Unless they move farther away?) Or just once per encounter? And how long do the lie helpless on the ground, gagging and vomiting? Book doesn't say.

Tanar'ri, True - Glabrezu

Tanar'ri, True - Glabrezu

Climate/Terrain: The Abyss
Frequency: Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Exceptional (15-16)
Treasure: H
Alignment: Chaotic Evil
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Number Appearing: 1
Armor Class: -7
Movement: 15
Hit Dice: 10
THAC0: 11
Number of Attacks: 5
Damage/Attack: 
   Claws (x2): d3, d3
   Pincers (x2): 2d6, 2d6 + Grab/Hold
   Bite: d4+1
Special Attacks: 
   Burning Hands (per spell, Glabrezu  Ability)
   Charm Person (per spell, Glabrezu  Ability)
   Confusion (per spell, Glabrezu  Ability)
   Darkness 15' Radius (per spell, Tanar'ri Ability)
   Dispel Magic (per spell, Glabrezu  Ability)
   Gate, per spell: 1 Greater Tanar'ri (50% chance), 1/day
   Grab/Hold: With a successful pincer attack, it can attempt to grab and pick up an opponent of 150 pounds or less. Dexterity check required to avoid, Strength check to break free. Grabbed opponents attack at -4 to hit.
   Power Word, Stun (per spell, Glabrezu  Ability) 7/day
   Reverse Gravity (per spell, Glabrezu  Ability)
Special Defenses: 
   Enlarge (per spell, Glabrezu  Ability)
   Immune to non-magical Fire, Lightning and Poison
   Mirror Image (per spell, Glabrezu  Ability)
   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 Magic (per spell, Glabrezu Ability, always active)
   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.
   True Seeing (per spell, Glabrezu  Ability)   
Special Weaknesses:
   Takes full damage from Iron Weapons, half damage from Silver
Magic Resistance: 50%
Size: H (15' tall)
Morale: Fanatic (17-18)
XP Value: 12,000

Note: As applicable, Glabrezu use all Spell like abilities 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 101






Ed's Notes: On the Grab/Hold special attack the book said this was usable on a successful claw attack. I simply feel that this is in error, so for several reason here, I'm house-ruling that this should say "
pincer," as listed above. Also, it seems like they should be worth more that 12,000 XP, at least based on Tanar'ri with similar HD. I'll have to come back and re-calculate that sometime. (I'd estimate that around 15,000-16,000 though would be more accurate.)

Tanar'ri, True - Balor

Tanar'ri, True - Balor

Climate/Terrain: The Abyss
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Supra-Genius (19-20)
Treasure: H x3
Alignment: Chaotic Evil
---------------------------------------------------
Number Appearing: 1
Armor Class: -8
Movement: 15, Fl 36 (B)
Hit Dice: 13
THAC0: 7
Number of Attacks: 2
Damage/Attack: 
   Sword: d12 + Vorpal
   Whip: d4 + Hold
   -OR-
   Fists (x2): 2d6, 2d6 + Save vs. Spell at -6 of flee in terror for d6 turns.
Special Attacks: 
   Darkness 15' Radius (per spell, Tanar'ri Ability)
   Dispel Magic (per spell, Balor Ability)
   Fear (per spell, Balor Ability)
   Gate, per spell: d8 Least, d6 Lesser, d4 Greater or 1 True Tanar'ri, automatically, 1/hour. 
   Pyrotechnics (per spell, Balor Ability)
   Suggestion (per spell, Balor Ability)
   Symbol (any type, per spell, Balor Ability)
   If slain in the Abyss, Balor explode in a blinding flash of light that does 50 hp damage to everything with a 100' radius (Save vs Spell for half damage.)
Special Defenses: 
   Immune to non-magical Fire, Lightning and Poison
   Never surprised
   Takes half damage from Magical Fire, Cold and Gas
   +3 or better Weapons to hit, but full damage from Iron Weapons, half damage from Silver
Special Abilities:
   Detect Magic (per spell, Balor Ability, always active)
   Detect Invisibility (per spell, Balor Ability, always active)
   Infravision (per spell, Tanar'ri Ability)
   Read Magic (per spell, Balor Ability)
   Telekinesis (per spell, Balor 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.
    Tongues (per spell, Balor Ability)
Special Weaknesses:
   Takes full damage from Iron Weapons, half damage from Silver
Magic Resistance: 70%
Size: L (12 feet tall)
Morale: Fanatic (17-18)
XP Value: 26,000

Note: As applicable, all Spell like ability are cast is if the Balor were a 20th Level Mage and are usable once per round unless otherwise noted. Their Sword (Speed 6, d12/d12) is a Vorpal Weapon, that Detects Good at 30' Radius. Any creature pickling up a Balor's Sword suffers 10d6 damage and must Save vs. Spell or die. Their Whip (Speed 8, d4/d4) magically wraps around it's victim, who is drawing into the Balor's bodily flames for 4d6 damage per round. Escape requires a successful check against half the victim's Strength score. A Whip that holds a victim cannot be used in attacks.



Source: 2nd Edition AD&D 2602, Planescape Monstrous Compendium Appendix, page 95






Ed's Notes: The most powerful of the True Tanar'ri and arguably the biggest badasses in the Lower Planes. Despite having infinite layers on their home plane, thankfully, only about 24 are known to exist.