Planescape Monstrous Supplement


Tanar’ri, Greater – Nabassu

Size / Type

Medium-size Outsider (Chaotic, Evil)

Hit Dice

7d8+21 (53)

Initiative

+3 (Dex)

Speed

30ft., fly 40ft. (average)

Armor Class

25 (+3 Dex, +12 Natural)

Attacks

2 Claws +14, bite +12

Damage

Claw 2d4+7, bite 3d4+3

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

Spell-like abilities, gate, summon, sneak attack +3d6, paralyzation aura

Sp. Qualities

Telepathy, SR21, DR 10/ [+1 or cold-iron], etherealness, evasion, uncanny dodge, trapfinding, trap sense +1, regeneration 1, tanar’ri, outsider

Saves

Fort +8

Ref +8

Will +7

Abilities

Str 25

Dex 17

Con 16

Int 15

Wis 15

Cha 13

Skills

Climb +17, Hide +13, Listen +12, Move Silently +13, Search +12, Sense Motive +12, Spot +12

Feats

Multiattack, Power Attack

 

Climate

Abyss

Organization

Solitary or pair

Rating (CR)

13

Treasure

Standard

Alignment

Always Chaotic Evil

Advancement

8 – 12 HD (Medium), 13 – 21 HD (Large)

 

 

· Spell-like Abilities: At will – Energy Drain (by touch), Silence, and Vampiric Touch.

· Gate: Three times per day with a 45% chance of success a nabassu can attempt to gate in 2-20 manes, 2-5 cambions, or 1 nabassu.

· Summon: When in the Abyss, the nabassu can summon 2-5 ghasts once a day.

· Etherealness: Nabassu can become ethereal at will (2/day).

· Paralyzation Aura: Any living creature coming within 10’ must succeed at a Fortitude save (DC16) or become paralyzed for 1d10 rounds. Anyone succeeding at the roll becomes immune to that particular nabassu’s paralyzation aura for 24 hours.

· 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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