Oho, I have the 3e Draconomicon where I'm at, but my copy of Dragon 300 is at home. Should work nicely.
Thanks very much!
Did you get to run your session yet? If not, we had a very interesting brainstorm on native species for multiple planes, including Pandemonium
over here.
I've also converted a few planar monsters, two of which can be
found here that fit Pandemonium are the Maelephant (a 8 fiend with ambiguous origins) which might be portal guards, and the Widdershins (a CR 9 fey I made up for the Court of Air and Darkness) which might be accompanied by yeth hounds (VOLO'S GUIDE).
Let's see, I have some scattered notes on adventuring in Pandemonium too...
Portal Keys to Pandemonium: Bleaker’s memoirs, bone flute, insane creature, pixie’s wings, scream of true anguish
Petitioners: Use petitioner template below & has long-term and/or indefinite madness from DMG.
[SECTION]
Petitioner (template)
Petitioners are dead folks who’ve gone on to meet their eternal reward on the Outer Planes. Most have no memories of their past lives, or at best they are fleeting dreams, but in general their personality and alignment remain the same as when they were alive. Most, but not all, petitioners take the form of recognizable races. A petitioner takes the base creature’s stat block (e.g. human commoner) and adds the following traits:
Charm Immunity. Petitioners are immune to the charmed condition, and cannot be magically compelled to act against their alignment and beliefs.
Dead Spirit. Petitioners do not count as living creatures or undead creatures. They cannot be healed with magic. When slain, they dissolve into vapors. If the petitioner’s body (from when they were alive) is found and resurrection or a similar spell is cast, the petitioner vanishes and returns to life. If a petitioner “dies” on its home plane it gets absorbed into the plane, while if it dies away from its home plane it’s gone forever.[/SECTION]
Pandemonium Monsters (from AD&D PSCMA2): Yugoloth (MM), Marraenoloth (see my link above), Murska (Planes of Chaos), Tanar'ri (MM), Yeth Hound (VOLO'S), Vargouille (VOLO'S), Githzerai (MM), Slaad (MM), Khaasta, Vorr, Petitioner (see my template), Bloodthorn, Rager (sect), Reave (see below), Cranium Rat (VOLO'S), Darkweaver, Howler, Nightmare (MM), Merkhant (sect).
Reave
Medium aberration, lawful evil
Armor Class 17 (half plate, shield) or 12 (natural armor)
Hit Points 32 (5d8+10)
Speed 30 ft
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 9 (-1) 12 (+1) 8 (-1)
Skills intimidation +1
Senses darkvision 60 ft., passive perception 11
Languages common, deep speech
Challenge 2 (450 XP)
Traits
Magic Weapons. The reave’s weapon attacks are magical.
Actions
Multiattack. The reave makes one greatsword attack and one flail or javelin attack.
Greatsword. Melee weapon attack. Attack: +5 hit, reach 5-ft, one target. Hit: 10 (2d6+3) slashing damage.
Flail. Melee weapon attack. Attack: +5 hit, reach 5-ft, one target. Hit: 7 (1d8+3) bludgeoning damage.
Javelin. Melee or ranged weapon attack. Attack: +5 hit, reach 5 ft. or range 30/120, one target. Hit: 6 (1d6+3) piercing damage.
Fading (recharge 6). The reave begins to fade into the Astral Plane, though this occurs slowly, completing only at the start of the reave’s next turn. Only once the reave recharges this ability can it return within 100 feet of its former location. The reave can only use Fading on the topmost layer of an Outer Plane, the Prime Material Plane, or on the Astral Plane to re-materialize to where it was last located on the Outer Planes or Prime Material Plane. While fading or re-materializing, the reave has resistance to all damage but cannot take opportunity attacks.