Planescape Monstrous Supplement


Tanar’ri, Greater – Wastrilith

Size / Type

Large Outsider (Chaotic, Evil)

Hit Dice

15d8+60 (128)

Initiative

+2 (Dex)

Speed

25ft., Swim 40ft.

Armor Class

21 (-1 Size, +2 Dex, +10 Natural)

Attacks

2 Claws +20, bite +15

Damage

Claw 1d8+6, bite 1d12+3

Face / Reach

5ft by 10ft / 5ft

Sp. Attacks

Minions, breath weapon

Sp. Qualities

Immunities, SR16, water lord, summoner’s bane, tanar’ri, outsider

Saves

Fort +12

Ref +11

Will +11

Abilities

Str 23

Dex 14

Con 17

Int 15

Wis 15

Cha 13

Skills

Bluff +14, Concentration +16, Hide +15, Knowledge (any 1) +15, Listen +15, Move Silently +15, Search +15, Sense Motive +15, Spellcraft +15, Spot +15, Survival +15, Swim +28*

Feats

Power Attack, Cleave, Toughness, Improved Critical (Claw)

 

Climate

Abyss

Organization

Solitary or pair

Rating (CR)

13

Treasure

Standard

Alignment

Always Chaotic Evil

Advancement

16 – 23 HD (Large), 24 – 45 HD (Huge)

 

 

· Minions: Wastrilith do not believe in suffering needlessly, they send their minions forth to combat enemies

· Breath Weapon: Up to 3 times per day the wastrilith can breathe a blast of boiling water in a cone 30’ long and 10’ diameter base (3d10 damage, no save).

· Immunities: Electrical attacks inflict full damage. However, due to the water lord’s nature, such attacks reach them only half the time; the other half rebound on the caster, causing full damage. Fire-based attacks inflict double full damage if the fiend has left the water, but none if the creature remains fully immersed. Water- and cold-based attacks cause no damage.

· Water Lord: Water elementals do not attack the wastrilith, and indeed, a wastrilith has a 50% chance (one roll per elemental) of wrestling control of water elementals from the summoner, as long as the water elemental have approached within 100’ of it.

· Summoner’s Bane: Wastrilith are nasty-tempered and try to break free of the bonds imposed by spellcasters. There is a 20% chance that a summoned wastrilith ignores the wishes of the summoner, kills him, and rampages until such time as it wearies of the plane.

· 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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