Planescape Monstrous Compendium Appendix I


Gehreleth

Name

Farastu

Kelubar

Shator

Type

Outsider (Evil)

Size

Medium-size

Hit Dice

11d8+11 (61)

13d8+39 (98)

15d8+60 (128)

Initiative

+2 (Dex)

+1 (Dex)

+4 (Feat)

Speed

40ft, fly 75ft (average)

30ft, fly 60ft (average)

25ft, fly 45ft (average)

Armor Class

21 (+2D,+9N)

22 (+1D,+11N)

23 (+13N)

Attacks

2 Claw +17, bite +12

2 Claw +21, bite +16

2 Claw +24 (or by weapon +24/+19/+14), bite +19

Damage

Claw 1d6+7, bite 3d4+3

Claw 2d4+8, bite 4d4+4

Claw 1d8+10, bite 5d4+4, by weapon +9

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

Battle frenzy, spell-like abilities, gate, adhesive

Stench, acidic slime, spell-like abilities, gate

Magical weapons, spell-like abilities, gate

Sq. Qualities

Adhesive, SR21, DR 15 / +1, immunities, darkvision 120ft

SR21, DR 15 / +2, darkvision 120ft, immunities

SR21, DR 15 / +3, darkvision 120ft, immunities

Saves

F+8

R+9

W+8

F+11

R+9

W+10

F+13

R+9

W+12

Abilities

Str 23

Dex 14

Con 13

Str 26

Dex 12

Con 17

Str 29

Dex 10

Con 18

Int 10

Wis 13

Cha 08

Int 13

Wis 15

Cha 13

Int 18

Wis 17

Cha 15

Skills

Bluff +13, Hide +16, Listen +15, Move Silently +6, Search +14, Sense Motive +15, Spot +15

Bluff +17, Concentration +19, Hide +17, Knowledge (planes) +10, Listen +18, Move Silently +17, Search +17, Sense Motive +18, Spot +18

Bluff +20, Concentration +22, Diplomacy +20, Hide +18, Knowledge (planes) +22, Listen +21, Move Silently +18, Search +22, Sense Motive +21, Spot +21

Feats

Power Attack, Cleave, Improved Critical (claw)

Power Attack, Cleave, Dodge, Fly-by Attack

Alertness, Cleave, Improved Initiative, Power Attack, Combat Casting

 

Climate

Carceri

Organization

Solitary, group (2-4), or squad (6-10)

Rating (CR)

14

15

16

Treasure

None

Alignment

Always Chaotic Evil

Advancement

12 – 21 HD (Medium), 22 – 33 HD (Large)

14 – 22 HD (Medium), 23 – 37 HD (Large), 38 – 39 HD (Huge)

16 – 24 HD (Medium), 25 – 40 HD (Large), 41 – 45 HD (Huge)

 

 

· Battle Frenzy (Ex): A farastu reaches a battle frenzy after six rounds of combat or when reduced to half normal hit points or less. In a frenzy the farastu doubles its number of normal attacks, and all attack rolls get a +2 bonus.

· Spell-like Abilities (Sp): At will – Detect Good, See Invisibility, Detect Magic, Dispel Magic (2/day), Detect Thoughts, Fear, Obscuring Mist (3/day), Invisibility, Tongues, and Weakness (Reverse of Bull’s Strength, 3/day).

· Kelubar can use in addition of those farastu can use: Ray of Enfeeblement (1/day) and Spider Climb.

· Shator can use in addition of those farastu can use: Beguile (as a rod of beguiling, 1/day), Cloudkill (1/day), Ray of Enfeeblement (3/day), and Stinking Cloud (3/day).

· Gate (Su): Farastu can gate in 1-2 additional farastu once per day with a 40% chance of success. Kelubars can gate in 1-2 additional kelubar (40% chance) or 1-2 farastu (60% chance) once per day. A Shator can always gate in either 1-6 farastu or 1-4 kelubar, or 1-2 additional shator (30% chance) once per day.

· Adhesive (Ex): Farastu secrete a black, tar-like substance that is slightly adhesive (5% chance that anything it touches sticks). If an attacking farastu sticks to its opponent, the opponent gains another attack sequence immediately. If an attacking opponent sticks to the farastu, the farastu gains a +4 attack roll bonus and the stuck opponent loses initiative. If a weapon sticks to the farastu, the wielder must succeed a Strength check (DC10) or see his weapon jerked from his grip. It takes one round to pull away a stuck weapon.

· Immunities (Ex):

· Farastu: Acid and poison immunity. Cold and fire resistance 20. Immune to Fear of all types, as well as all illusions and phantasms.

· Kelubar: Acid, fire, cold, and poison immunity.

· Shator: Immune to fire, cold, acid, electricity, and poison. Immune to mind-affecting and illusion spells. All edged weapons have -1 penalties to hit and damage a shator.

· Stench (Ex): Anyone getting nearer than 30ft to a kelubar must succeed at a Fortitude save (DC17) or be incapacitated for 1-10 melee rounds.

· Acidic Slime (Ex): All natural attacks made by a kelubar are coated in the acidic slime that covers their body, so every attack inflicts an additional 1d6 acid damage.

· Magical Weapons: Shator have a 45% chance of possessing some kind of magical weapon they can employ.

· Outsider: Darkvision 60 feet. Can’t be raised or resurrected.

 

 



    Melroch Eitheldor @ 2003 - 2004

1