PDA

View Full Version : Planar Profile: Tanar'ri



The Demented One
2008-06-17, 08:56 PM
Daunt, 1st-level Barbarian
Size/Type: Medium Outsider (Native)
Hit Dice: 1d12+1 (7 hp)
Initiative: +0
Speed: 40 ft. (6 squares)
Armor Class: (
Base Attack/Grapple: +1/+3
Attack: Greataxe +3 melee (1d12+2 plus 1 fire)
Full Attack: Greataxe +3 melee (1d12+2 plus 1 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flaming fury, rage
Special Qualities: Abyssal blood, daunt traits, fast movement
Saves: Fort +3, Ref +0, Will -1
Abilities: Str 15, Dex 11, Con 12, Int 8, Wis 8, Cha 9
Skills: Intimidate +5, Jump +8, Listen +3
Feats: Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Often Chaotic Evil
Advancement: By class level (Favored Class: Barbarian)
Level Adjustment: +0

Daunts are Planetouched of demonic lineage, children with some dilute portion of Tanar’ri blood that flows in their veins. Demons stripped of their abyssal savagery, the Daunts remained fierce and bloodthirsty fighters. They take an almost sadistic level of pleasure in violence and pain. Daunts resemble humans or half-orcs, but have cat-slit eyes, and some have small horns or barbs that erupt from their skin, betraying their demonic heritage.

Flaming Fury (Su)
Any weapon a Daunt wields burst into wicked flame. It overcomes damage reduction as if it was evil-aligned, and deals an additional point of fire damage on a successful hit.

Abyssal Blood (Ex)
For all effects related to race, a Daunt is considered a Tanar'ri.

Daunt Traits (Ex)
A Daunt gains a +1 racial bonus on all attack rolls made against good-aligned outsiders, and receives a +2 racial bonus on all saves against poison.

Skills
A Daunt receives a +2 racial bonus on Intimidate and Jump checks.

Racial Traits

+2 Str, -2 Wis. While fierce and might, the Daunts are anything but sane..
Outsider. Daunts are Outsiders with the Native subtype.
Medium size.
Base land speed 30 ft.
Flaming Fury (Su): Any weapon a Daunt wields burst into wicked flame. It overcomes damage reduction as if it was evil-aligned, and deals an additional point of fire damage on a successful hit.
A Daunt gets a +2 racial bonus on all saves against poison.
A Daunt gets a +1 racial bonus on attack rolls against Archons.
A Daunt gets a +4 racial bonus on all Intimidate and Jump checks.
Abyssal Blood: For all effects related to race, a Daunt is considered a Tanar'ri.
Automatic Languages: Abyssal, Common. Bonus Languages: Aquan, Auran, Celestial, Draconic, Ignan, Infernal Terran.
Favored Class: Barbarian.

The Demented One
2008-06-17, 08:59 PM
Kikilith
Size/Type: Small Outsider (Chaos, Evil, Extraplanar, Tanar’ri)
Hit Dice: 3d8+6 (19 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flatfooted 12
Base Attack/Grapple: +3/+0
Attack: Claw +7 melee (1d4+1)
Full Attack: 2 Claws +7 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend 2d4+1
Special Qualities: Astral burst, darkvision 60 ft., immunity to poison, resistance to electricity 5, telepathy 100 ft.
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 12, Dex 16, Con 14, Int 6, Wis 10, Cha 6
Skills: Hide +13, Jump +7, Listen +6, Move Silently +9, Spot +6, Tumble +9
Feats: Weapon FinesseB, Dodge, Mobility
Environment: The Abyss
Organization: Solitary, gang (1-4), or mob (2-8 and 1-2 Dretches)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 4-8 HD (Small)
Level Adjustment: +2

Kikilith are psychopathic demons who take sadistic glee in cutting and rending living flesh. While they are native to the Abyss, they seek to migrate to the Material Plane as soon as possible. The typical modus operandi of a Kikilith is to find a small village or town and hide somewhere in it, committing gruesome acts of murder at night. Often times, the killings perpetrated by a Kikilith are indistinguishable from those of a mortal murderer, and thus adventurers brought in to apprehend a simple suspect may find themselves with a blade-happy demon on their hands. Kikiliths resemble children or halflings, but have bright red skin, and in place of hands, they have a mass of scissor-like blades that make up cruel cutting claws.

Rend (Ex)
If a Kikilith hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+1 points of damage.

Astral Burst (Su)
As a move action, a Kikilith may teleport up to 20 ft. Once it has used this ability, it cannot use it again for 5 rounds.

The Demented One
2008-06-17, 09:01 PM
Orygaunt
Size/Type: Large Outsider (Chaos, Evil, Extraplanar, Tanar’ri)
Hit Dice: 5d8 (22 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +4 Dex, +2 natural), touch 13, flatfooted 11
Base Attack/Grapple: +5/+11
Attack: Acid spit +8 ranged (1d8 acid) or Bite +6 melee (1d6+2)
Full Attack: Acid spit +8 ranged (1d8 acid) or Bite +6 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid spit
Special Qualities: Darkvision 60 ft., immunity to acid and poison, resistance to electricity 5, telepathy 100 ft.
Saves: Fort +4, Ref +8, Will +4
Abilities: Str 14, Dex 18, Con 10, Int 3, Wis 10, Cha 3
Skills: Climb +10, Jump +10, Listen +10, Spot +10
Feats: Awareness, Point Blank Shot
Environment: The Abyss
Organization: Solitary or herd (1-6)
Challenge Rating: 3
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 6-12 HD (Large)
Level Adjustment: +2 (cohort)

Orygaunts are brutish demons, little more intelligent than animals, that roam the Abyss. An Orygaunt has a chitinous, insectoid body with a long, serpentine tail and a pair of two strong forelegs it uses for support. It has no other limbs, rendering it incapable of grasping or holding anything without losing its balance and falling helpless to the ground. An Orygant’s ant-like mandibles drip with acid, and it can spit out a glob of corrosive fluid to kill its prey. Because of Orygaunt’s size and complacency, more powerful demons will often commandeer them as mounts.

Acid Spit (Ex)
As a standard action, an Orygaunt can spit a glob of acid up to 30 ft., requiring a ranged attack roll to hit. The glob deals 1d8 acid damage.

The Demented One
2008-06-17, 09:03 PM
Hellmote Swarm
Size/Type: Diminutive Outsider (Chaos, Evil, Extraplanar, Swarm, Tanar’ri)
Hit Dice: 5d8+10 (32 hp)
Initiative: +5
Speed: Fly 20 ft. (4 squares) (perfect)
Armor Class: 19 (+4 size, +5 Dexterity), touch 19, flatfooted 14
Base Attack/Grapple:+5/–
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Disease, distraction
Special Qualities: Blindsense 30 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, swarm traits
Saves: Fort +6, Ref +9, Will +5
Abilities: Str 1, Dex 20, Con 14, Int –, Wis 12, Cha 6
Skills: –
Feats: –
Environment: The Abyss
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 6-12 HD (Diminutive)
Level Adjustment: –

Hellmotes are tiny demons of the Abyss. Each Hellmote resembles a tumor-like mass of flesh about the size of a child’s fist, covered with tiny mouths that constantly open and shut. While an individual Hellmote can be dangerous, it is easily disposed with–a solid hit with a stout stick or thrown stone is all it takes to splatter the minuscule demon. However, Hellmotes will form large swarms, and a Hellmote Swarm is dangerous even to experienced adventurers. All those tiny, gnashing jaws can rend a traveler’s flesh from his bones in minutes, not to mention the demonic diseases the swarms spread.

Disease (Ex)
A Hellmote Swarm’s swarm attack can spread the demon fever disease. The disease has a DC of 14, an incubation period of 1 day, and deals 1d6 Constitution damage. As a supernatural disease, three saves are required to recover from it.

Distraction (Ex)
Any living creature that begins its turn with a Hellmote Swarm in its space must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.