Planescape
Monstrous Compendium Appendix I
Gehreleth
Name |
Farastu |
Kelubar |
Shator |
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Type |
Outsider (Evil) |
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Size |
Medium-size |
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Hit Dice |
11d8+11 (61) |
13d8+39 (98) |
15d8+60 (128) |
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Initiative |
+2 (Dex) |
+1 (Dex) |
+4 (Feat) |
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Speed |
40ft, fly 75ft (average) |
30ft, fly 60ft (average) |
25ft, fly 45ft (average) |
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Armor Class |
21 (+2D,+9N) |
22 (+1D,+11N) |
23 (+13N) |
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Attacks |
2 Claw +17, bite +12 |
2 Claw +21, bite +16 |
2 Claw +24 (or by weapon +24/+19/+14), bite +19 |
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Damage |
Claw 1d6+7, bite 3d4+3 |
Claw 2d4+8, bite 4d4+4 |
Claw 1d8+10, bite 5d4+4, by weapon +9 |
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Face / Reach |
5ft by 5ft / 5ft |
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Sp. Attacks |
Battle frenzy, spell-like abilities, gate, adhesive |
Stench, acidic slime, spell-like abilities, gate |
Magical weapons, spell-like abilities, gate |
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Sq. Qualities |
Adhesive, SR21, DR 15 / +1, immunities, darkvision 120ft |
SR21, DR 15 / +2, darkvision 120ft, immunities |
SR21, DR 15 / +3, darkvision 120ft, immunities |
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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 |
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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 |
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Feats |
Power Attack, Cleave, Improved Critical (claw) |
Power Attack, Cleave, Dodge, Fly-by Attack |
Alertness, Cleave, Improved Initiative, Power Attack, Combat Casting |
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Climate |
Carceri |
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Organization |
Solitary, group (2-4), or squad (6-10) |
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Rating (CR) |
14 |
15 |
16 |
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Treasure |
None |
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Alignment |
Always Chaotic Evil |
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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) |
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· 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 Bulls 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. Cant be raised or resurrected.
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