12.07.2015 Views

Manual of the Planes

Manual of the Planes

Manual of the Planes

SHOW MORE
SHOW LESS
  • No tags were found...

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Summon Tanar’ri (Sp): Tanar’ri can summon o<strong>the</strong>rs <strong>of</strong><strong>the</strong>ir kind as though casting a summon monster spell, but<strong>the</strong>y have only a limited chance <strong>of</strong> success. Roll d%: On afailure, no tanar’ri answer <strong>the</strong> summons. Summonedcreatures remain for 1 hour, <strong>the</strong>n return to <strong>the</strong>ir homesin <strong>the</strong> Abyss. A tanar’ri that is itself summoned cannotuse its own summon ability for 1 hour.Many tanar’ri are loath to use <strong>the</strong>ir summon ability,because doing so leaves <strong>the</strong>m in <strong>the</strong> debt <strong>of</strong> <strong>the</strong> tanar’ri<strong>the</strong>y summon. They only risk owing such a debt if <strong>the</strong>irown lives are at risk.Tanar’ri QualitiesImmunities (Ex): Tanar’ri are immune to poison andelectricity.Resistances (Ex): Tanar’ri have acid, cold, andfire resistance 20.Telepathy (Su): Tanar’ri cancommunicate telepathicallywith any creature within 100feet that has a language.URIDEZUThese rat-fiends are among<strong>the</strong> most common demonsfound outside <strong>the</strong> Abyss.They are <strong>of</strong>ten sent to<strong>the</strong> Material Plane onerrands for more powerfultanar’ri. Somehave been trapped<strong>the</strong>re for centuries,befriending <strong>the</strong> localrats and making life miserablefor nearby residents.Craven creatures,<strong>the</strong>y delight inpraise from <strong>the</strong>ir mastersand do nearly anythingto please <strong>the</strong>m.Uridezu resemblehairless rat-people,walking upright butsniffing <strong>the</strong> air withwhiskered snouts. Theyhave long, flexible tailsand feral claws. Awarethat most creatures find<strong>the</strong>m hideous, uridezustranded on ano<strong>the</strong>r plane<strong>of</strong>ten lair underground where<strong>the</strong>y have a measure <strong>of</strong> privacy.They command local rats to act asscouts and spies while scavenging for <strong>the</strong>ir own food.CombatAn uridezu likes to attack from surprise, using its rats toact as scouts and s<strong>of</strong>ten up opponents. Then it covers <strong>the</strong>area in darkness, attempts to disarm an opponent with itstail, and paralyzes it with its bite. Paralyzed victims are<strong>of</strong>ten dragged <strong>of</strong>f to feed <strong>the</strong> uridezu or its rats.Paralysis Bite (Ex): Those hit by an uridezu’s bitemust succeed at a Fortitude save (DC 14) or be paralyzedfor 2d6 minutes.Whip Tail (Ex): An uridezu can wield its tail like awhip, generally to trip or disarm opponents. Even if itfails a trip or disarm attempt, <strong>the</strong> uridezu cannot loseits tail.Spell-Like Abilities: At will—darkness, desecrate,detect good; 1/day—unholy blight. These abilities are as<strong>the</strong> spells cast by a 14th-level sorcerer (save DC = 12 +spell level).Rat Empathy (Ex): Normal and dire rats instinctivelyrecognize an uridezu as <strong>the</strong>ir lord and master. This gives<strong>the</strong> uridezu a +4 racial bonus onchecks when influencing <strong>the</strong>animal’s attitude and allows<strong>the</strong> communication <strong>of</strong> simpleconcepts and commandssuch as “friend,” “foe,” “flee,”and “attack.”Summon Tanar’ri (Sp):Once per day, an uridezucan attempt to summonano<strong>the</strong>r uridezu with a40% chance <strong>of</strong> success.ARMANITEArmanites are demonicheavy cavalry, charginginto <strong>the</strong> ranks <strong>of</strong><strong>the</strong>ir foes with uncontainedblood lust andfury. They rise from <strong>the</strong>Abyss to make war on allthat is good and lawful.Looking like pale,undead centaurs with<strong>the</strong> horns <strong>of</strong> bulls, armanitesare a terror to beholdon <strong>the</strong> battlefield. Theywear full plate barding,with <strong>the</strong> bristles andspines <strong>of</strong> <strong>the</strong>ir inhumanform sticking throughgaps in <strong>the</strong> armor.CombatArmanites know <strong>the</strong>ir role on<strong>the</strong> battlefield and take to it with greatrelish. Their charges are designed to deliver maximumdestruction and mayhem. Once engaged in melee,<strong>the</strong>y switch to heavy flails and spin wildly, swinging <strong>the</strong>irflails as <strong>the</strong>y kick with <strong>the</strong>ir hooves.Charge (Ex): When armanites charge with lances,<strong>the</strong>y deal double damage just as mounted lancers do.Illus. by W. ReynoldsCHAPTER 9:MONSTERS165

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!