Planescape Converting Planescape monsters

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BOZ

Creature Cataloguer
none of the other demons and fiendies have an LA, but i'll leave that call up to leo. :cool:
 
Last edited:

Shade

Monster Junkie
The vrock has LA +8, and the succubus has an LA of +6. However, most of the fiends don't have it, probably because they'd exceed 20 with LA combined with HD.

The bulezau, being comparable to a vrock, would probably have one.

Paging Leo....

:D
 

Leopold

NKL4LYFE
Shade said:
The vrock has LA +8, and the succubus has an LA of +6. However, most of the fiends don't have it, probably because they'd exceed 20 with LA combined with HD.

The bulezau, being comparable to a vrock, would probably have one.

Paging Leo....

:D


Your right it's comparable to a vrock. I am giving it a solid LA +9 and an ECL of 18.
 



BOZ

Creature Cataloguer
Here is the other missing demon; the molydeus! :)

Tanar'ri, Guardian - Molydeus

CLIMATE/TERRAIN: The Abyss
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: High to exceptional (13-16)
TREASURE: Nil
ALIGNMENT: Chaotic evil

NO. APPEARING: 1
ARMOR CLASS: -5
MOVEMENT: '15
HIT DICE: 12
THAC0: 9
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12/1-6/battle-axe (2-20 +5)
SPECIAL ATTACKS: Vorpal and dancing battle-axe, poison
SPECIAL DEFENSES: Affected only by cold iron weapons, never surprised
MAGIC RESISTANCE: 90%
SIZE: H (12' tall)
MORALE: Fearless (19-20)
XP VALUE: 53,500

The molydei are an enigma in the Abyss. The only guardian tanar'ri, these creatures are the guardians of the war effort - a sort of political officer.

Molydei are chilling to behold. These great creatures appear as powerful, muscular humanoids with dark red skin, In all respects, they could be mistaken for giant red men, but their gruesome heads instantly betray them. One head is that of a large, snarling dog and is constantly alert and misses nothing that goes on around it. The other head is that of a snake, long and prehensile, often observing what goes on behind the molydeus. These creatures carry huge, two-headed battle axes that are extremely ornate.

Molydei have a form of ESP that enables them to communicate with intelligent creatures and read the thoughts of others.

Combat: The molydeus is a potent fighter. They attack fearlessly, and it is nearly unheard of for one of them to retreat from battle. Their great axes are highly enchanted. Each one inflicts a devastating 2-20 points of damage per hit and is fully + 5 to attack and damage dice. Each has the powers of a vorpal weapon and a dancing sword.

Molydei also attack with both heads. The dog head will inflict 2-12 points of damage per hit. The snake head will inflict 1-6 points of damage per hit and inject a powerful venom into the victim. When injected with the poison, the victim must make a saving throw vs. poison. If he fails the save he will transform into a manes in 1-6 turns. A neutralize poison spell followed, by remove curse will eliminate the poison. However, once turned into a manes, the victim is irrevocably lost to any means short of divine intervention or a very carefully worded wish.

In addition to those available to all tanar'ri, a molydeus has the following spell-like abilities usable once per round, one at a time, at will

• affect normal fires
• animate object
• blindness
• charm person or mammal
• command
• Evard's black tentacles
• fear
• improved invisibility
• know alignment
• lightning bolt, 7 times per day
• polymorph other
• sleep
• suggestion
• true seeing, always active
• vampiric touch

Molydei are ever vigilant, they are never surprised by any means. These creatures are completely immune to attack from most normal or magical weapons. Only cold-wrought iron weapons and magical spells can affect these creatures.

When a molydeus is stain, its axe disappears. The only way of getting one of these powerful weapons is to take one from a living molydeus. A molydeus will not rest until it recovers its weapon, stalking the thief day and night without end until the axe is recovered and the thief horribly killed.

Habitat/Society: The molydei are the greatest enigma in the Abyss. These powerful creatures are a sort of police. They wander the layers of the Abyss and search for true tanar'ri that stray from the cause of the Blood War. They are a political patrol that reports directly to the balors themselves. Of course, even the mighty balors are not above reproach and the molydei would turn against one if it strays from the cause.

Ecology: By perpetuating the loyalty of the true tanar'ri, the molydei play an important role in the Blood War, These creatures exist only to serve the cause. They have no loyalty towards any tanar'ri and would readily destroy any of them at the slightest sign of infidelity. They do not attempt to enforce their doctrine on the non-true tanar'ri for it is assumed that they are all disloyal by nature and must be constantly threatened and punished to be kept in line.


TANAR’RI, GUARDIAN – MOLYDEUS

CLIMATE/TERRAIN: The Abyss
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: High to exceptional (15-16)
TREASURE: Nil
ALIGNMENT: Chaotic evil

No. APPEARING: 1
ARMOR CLASS: -5
MOVEMENT: 15
HIT DICE: 12
THACO: 9
No. OF ATTACKS: 3
DAMAGE/ATTACK: 2d6/ ld6/battle axe (2d10+5)
SPECIAL ATTACKS: Vorpal and dancing battle axe, poison
SPECIAL DEFENSES: Cold iron weapons to hit, never surprised
MAGIC RESISTANCE: 90%
SIZE: H (12’tall)
MORALE: Fearless (19-20)
XP VALUE: 21,000

The only guardian tanar’ri, the molydeus enforces the war effort as a sort of political officer.
Molydei are powerful, muscular humanoids with dark red skin. They could be mistaken for giant red men, except for their two grotesque heads. One is a snarling dog’s head that misses nothing in front of it. The other, a long prehensile snake head, observes everything that happens behind it. These creatures carry ornate twin-bladed battleaxes.
Molydei have a form of ESP that lets them communicate with intelligent creatures and read the thoughts of others.

COMBAT: A molydeus is never surprised. It attacks fearlessly and seldom retreats. Its enchanted axe inflicts 2d10 damage per hit and is +5 to both attack and damage rolls. The axe has the powers of a vorpal weapon and a dancing sword.
Molydei also attack with both heads. The dog head inflicts 2d6 damage; the snake head does ld6 damage and injects a powerful venom (save vs. poison or transform into a manes in ld6 turns). A neutralize poison spell followed by remove curse eliminates the poison. Once transformed, the victim is beyond restoration, short of divine intervention or a very carefully worded wish.
In addition to those available to all tanar’ri, a molydeus has the following spell-like abilities: affect normal fires, animate object, blindness, charm person or mammal, command, evard’s black tentacles, fear, improved invisibility, know alignment, lightning bolt (7 times per day), polymorph other, sleep, suggestion, true seeing (always active), and vampiric touch. Molydei can also gate in 1 molydeus, 1-2 chasme, or 1-4 babau once per hour with a 35% chance of success.
Molydei are immune to damage by most normal or magical weapons. Only cold-wrought iron weapons and magical spells can affect these creatures.
When a molydeus dies, its axe disappears. The only way to get this powerful weapon is to take it from a living molydeus. A molydeus does not rest until it recovers its weapon, stalking the thief day and night without end until the axe is recovered and the thief horribly killed.

HABITAT/SOCIETY: The molydei are the greatest enigma in the Abyss. These powerful police wander the layers of the Abyss and search for true tanar’ri that stray from the cause of the Blood War. They report directly to the balors, but even balors are not above reproach, and the molydei would turn against one that strays.

ECOLOGY: By enforcing the loyalty of the true tanar’ri, the molydei play an important role in the Blood War. These creatures exist only to serve the cause. They have no loyalty towards any tanar’ri and will try to destroy any of them at the slightest sign of infidelity. They do not enforce their doctrine on nontrue tanar’ri, for they assume that these are all disloyal by nature, and that only constant threats and punishments keep them in line.


A few previous versions of the molydeus:

http://enworld.cyberstreet.com/showthread.php?s=&threadid=58016

http://66.34.111.89/Eric/conversions/molydeus.rtf

http://66.34.111.89/Eric/conversions/Molydeus_demon.rtf

before we continue, we probably need to re-set the HD like with the bulezau. Suggestions?
 

Shade

Monster Junkie
I'd suggest CR 15. The nalfeshnee went from 11 HD to 14 HD, and the marilith went from 9 HD to 16 HD. I picture the molydeus between these two in power.
 


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