Planescape Monstrous Supplement


Tanar’ri, Guardian – Molydeus

Size / Type

Large Outsider (Chaotic, Evil)

Hit Dice

12d8+60 (114)

Initiative

+2 (+2 Dex)

Speed

40ft.

Armor Class

25 (-1 Size, +2 Dex, +14 Natural)

Attacks

Molydeus axe +22/+17/+12 (or 2 claws +17), dog bite +15, snake bite +15

Damage

Molydeus axe 2d8+2d6+14 (or claw 2d6+6), bog bite 2d6+3, snake bite 1d6+3 and poison

Face / Reach

5ft by 5ft / 10ft

Sp. Attacks

Spell-like abilities, gate, poison, molydeus axe

Sp. Qualities

Telepathy, two heads, improved uncanny dodge, SR29, DR 15 / cold-iron, scent, tanar’ri, outsider

Saves

Fort +13

Ref +10

Will +11

Abilities

Str 22

Dex 14

Con 20

Int 16

Wis 16

Cha 14

Skills

Bluff +17, Climb +11, Concentration +13, Diplomacy +8, Hide +9, Intimidate +21, Knowledge (any 2) +7, Listen +26, Move Silently +9, Search +26, Sense Motive +18, Spot +26

Feats

Improved Critical (Greataxe), Power Attack, Multiattack, Cleave

 

Climate

Abyss

Organization

Solitary or pair

Rating (CR)

19

Treasure

Standard

Alignment

Always Chaotic Evil

Advancement

13 – 18 HD (Large), 19 – 26 HD (Huge)

 

 The molydeus damage reduction only can be bypassed by weapons of cold-wrought iron, no matter the enchantment or quality of other materials. For purposes of bypassing others DR, their natural weapons count as +5 chaotic evil weapons.

· Spell-like Abilities: At will – Detect Thoughts (always active), Affect Normal Fires, Animate Object, Blindness/Deafness, Charm Person or Animal, Command, Evard’s Black Tentacles, Fear, Greater Invisibility, Know Alignment, Lightning Bolt (7/day), Polymorph Other, Sleep, Suggestion, True Seeing (always active), and Vampiric Touch.

· Gate: Once per hour with a 35% chance of success they can try to gate in 1 molydeus, 1-2 chasme, or 1-4 babau.

· Poison: The snake head injects a powerful venom (that affects even other tanar’ri). The victim must succeed at a Fortitude save (DC21) or become a manes in 1d6x10 minutes. A Neutralize Poison followed by a Remove Curse eliminates the poison. Once, transformed, the victim is beyond restoration, short of divine intervention or a very carefully worded wish.

· Molydeus Axe: The weapons all molydeus carry have the abilities of a +5 Vorpal Dancing Tanar’ri Red Steel Huge Greataxe and the following profile:

 

Damage

Critical

Range

Weight

Type

Molydeus Axe

2d8+2d6

20/x4

-

14.6 lb

Slashing

· On a critical the axe adds 2 points of damage (before the multiplier). Also, as all other Tanar’ri Red Steel weapons forged in the Abyss they disappear with their masters if slain.

 

· Two Heads: Molydeus have a dog head that misses nothing in front of it, and a snake head that observes everything that happens behind it. Also, both heads have excellent senses. For this reason, molydeus receives a +8 racial to listen, search, and spot. Also the back of the creature also counts as another flank (and given the fact that cannot be flanked). Also any mind-affecting magic only affects the molydeus if it can affect both heads at the same time (it’s just a matter of targeting capabilities, the molydeus have only one save allowed against the spell).

· Tanar’ri Traits:

 

· Spell-like abilities: At will – Darkness, Darkvision, and Greater Teleport.

· Resistances: Cold, fire and gas resistance 20.

· Immunities: Electricity, normal fire, and poison.

 

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

 

 



    Melroch Eitheldor @ 2003 - 2004

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