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Manual of the Planes

Manual of the Planes

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CHAPTER 9:MONSTERSRake (Ex): A leonal that gets a hold can make two rakeattacks (+17 melee) with its hind legs for 1d6+5 points <strong>of</strong>damage each. If <strong>the</strong> leonal pounces on an opponent, itcan also rake.Spell-Like Abilities: At will—detect thoughts, discernalignment, fireball, hold monster, polymorph self, wall <strong>of</strong> force;3/day—cure critical wounds, neutralize poison, remove disease;1/day—heal. These abilities are as <strong>the</strong> spells cast by a10th-level sorcerer (save DC = 12 + spell level).Protective Aura (Su): As a free action, a leonal cansurround itself with a nimbus <strong>of</strong> light having a radius<strong>of</strong> 20 feet. This acts as a double-strength magic circleagainst evil and as a minor globe <strong>of</strong> invulnerability, both ascast by a 12th-level sorcerer. The aura can be dispelled,but <strong>the</strong> leonal can create it again as a free action on itsnext turn.Skills: Leonals receive a +4 racial racial bonus onBalance, Hide, and Move Silently checks.DEMONUridezu (Tanar’ri) Armanite (Tanar’ri) Goristro (Tanar’ri)Medium-Size Outsider Large Outsider Huge Outsider(Chaotic, Evil) (Chaotic, Evil) (Chaotic, Evil)Hit Dice: 7d8+7 (38 hp) 5d8+15 (37 hp) 16d8+96 (168 hp)Initiative: +3 (Dex) +0 –1 (Dex)Speed: 40 ft. 40 ft., fly 40 ft. (poor) 40 ft.AC: 15 (+3 Dex, +2 natural) 25 (–1 size, +6 natural, +8 plate 23 (–2 size, –1 Dex, +16 natural)barding, +2 large shield)Attacks: 2 claws +8 melee, bite +6 melee; Heavy lance +9 melee (or 2 slams +23 melee; oror tail slap +10/+5 ranged heavy flail +9 melee), rock +13/+8/+3 ranged2 hooves +4 meleeDamage: Claw 1d4+1, bite 1d6; tail Heavy lance 1d8+5, heavy flail Slam 2d6+13; rock 2d8+9slap 1d2+1 1d10+5, ho<strong>of</strong> 1d6+2Face/Reach: 5 ft. by 5 ft./5 ft. 5 ft. by 10 ft./5 ft. 10 ft. by 5 ft./10 ft.Special Attacks: Paralysis bite, whip tail, spell- Charge, summon tanar’ri Stamp, spell-like abilities,like abilities, rat empathy,rock throwingsummon tanar’riSpecial Qualities: Damage reduction 10/+1, Damage reduction 20/+2, Fast healing 5, damage reductionSR 17, tanar’ri qualities, scent SR 18, tanar’ri qualities 20/+2, SR 22, tanar’ri qualitiesSaves: Fort +6, Ref +8, Will +7 Fort +7, Ref +4, Will +5 Fort +16, Ref +9, Will +12Abilities: Str 13, Dex 17, Con 13, Str 20, Dex 11, Con 17, Str 29, Dex 8, Con 23,Int 8, Wis 14, Cha 14 Int 8, Wis 12, Cha 13 Int 5, Wis 15, Cha 13Skills: Animal Empathy +12, Hide +13, Hide –4, Intimidate +9, Intimidate +20, Jump +13,Listen +11, Move Silently +13, Listen +9, Spot +9, Wilderness Listen +21, Sense Motive+21,Spot +12 Lore +4 Spot +21Feats: Blind-Fight, Multiattack Ride-By Attack, Trample Blind-Fight, Cleave, ImprovedBull Rush, Power Attack, SunderClimate/Terrain: Any land and underground Any land Any land and undergroundOrganization: Solitary, pack (2–5), or troupe Solitary, company (5–8), or Solitary or pair(2–5 plus 10–40 rats or 5–8 troop (8–18 plus 1 hezrou)dire rats)Challenge Rating: 6 7 13Treasure: Standard Standard NoneAlignment: Always chaotic evil Always chaotic evil Always chaotic evilAdvancement: 8–16 HD (Medium-size); 6–10 HD (Large); 17–23 HD (Huge);17–21 HD (Large) 11–15 HD (Huge) 24–48 HD (Gargantuan)164The Abyss has hundreds <strong>of</strong> layers, each with a bewilderingarray <strong>of</strong> fearsome demons. The tanar’ri are <strong>the</strong> mostpowerful group <strong>of</strong> demons and form <strong>the</strong> core <strong>of</strong> manydemonic armies.Uridezu, armanites, and goristros have little incommon o<strong>the</strong>r than a shared delight in destructive violence.They are utterly depraved, greedy, and fickle. Ino<strong>the</strong>r words, <strong>the</strong>y’re perfectly suited to <strong>the</strong> plane <strong>the</strong>ycall home.These demons speak Abyssal, Celestial, and Draconic.COMBATDemons are fierce fighters, never giving quarter orasking for it (except as a trick or for perverse amusement).They’ll <strong>of</strong>ten “play” with weaker opponents, torturing<strong>the</strong>m before devouring <strong>the</strong>m. Against strong foes,<strong>the</strong>y deliver <strong>the</strong> best attacks <strong>the</strong>y can, <strong>the</strong>n flee ra<strong>the</strong>rthan put <strong>the</strong>mselves at undue risk.

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