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Planescape Planescape Conversions: Bulezau and Molydeus

SpuneDagr

Explorer
I've never seen one anywhere else, so here's my own conversion of a Planescape bulezau (Tanar'ri)

BULEZAU
Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +6/+16
Attack: Morningstar +11 melee (2d6+9); or gore +12 melee (1d8+6)
Full Attack: Morningstar +11/+6 melee (2d6+9), gore +10 melee (1d8+3), tail slap +9 melee (1d6+3); or gore +12 melee (1d8+6), 2 claws +9 melee (1d6+3), tail slap +9 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, battle frenzy, powerful charge, summon tanar’ri
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid, cold 10, and fire 10, spell resistance 18, telepathy 100 ft.
Saves: Fort +8, Ref +5, Will +5
Abilities: Str 23, Dex 8, Con 17, Int 6, Wis 10, Cha 8
Skills: Climb +15, Intimidate +8, Jump +15, Listen +9, Spot +9, Survival +9
Feats: Multiattack, Power Attack, Weapon Focus (gore)
Environment: Abyss
Organization: Solitary, pair, team (3-5), or squad (6-10)
CR: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11-14 HD (Large); 15-30 HD (Huge)

Bulezau tanar'ri are born and bred to fight in the Blood War. With the exception of the vrocks, bulezau are the toughest front-line troops of the tanar'ri hordes. Bulezau are used as heavy infantry, assault leaders, and personal guards; they lack the mobility or magical prowess of a similar band of vrocks, but they're strong and fearless bashers who're too stubborn and stupid to ever give up.
A bulezau resembles a minotaur, but its gaunt and skeletal, and its flesh is filthy and diseased. The creature isn't covered with fur, but instead with patches of wiry bristles over tattered, boil-covered skin. Its feet are clawed, not hoofed, and it has a long, serpentine tail with a clump of iron-hard spikes at its end. The bulezau's horns and head are more ramlike than bull-like, and its mouth is filled with small, needle-sharp fangs. Bulezau are often armed with great tridents, pole arms, or morning stars of wicked design.

Combat
A bulezau’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—cause fear (DC 10), command (DC 10), darkness, greater teleport (self plus 50 pounds of objects only), see invisibility, wall of fog; 1/day—shout (DC 13). Caster level 6th. The save DCs are Charisma-based.
Battle Frenzy (Ex): Twice per day, a bulezau can work itself into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 6 rounds, and the bulezau suffers no ill effects afterward.
Powerful Charge (Ex): A bulezau can charge insanely at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +14 attack bonus (including charge bonus) that deals 4d6+9 points of damage.
Summon Tanar’ri (Sp): Once per day, a bulezau can attempt to summon 2d10 dretches or 1d3 rutterkin with a 25% chance of success. This ability is equivalent to a 3rd-level spell.
Skills: Bulezau have a +8 racial bonus on Listen and Spot checks.
 
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SpuneDagr

Explorer
MOLYDEUS
Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 16d8+128 (200 hp)
Initiative: +2
[bSpeed:[/b] 40 ft. (8 squares)
Armor Class: 29 (-1 size, +2 Dex, +18 natural), touch 9, flat-footed 27
Base Attack/Grapple: +16/+28
Attack: +5 dancing vorpal greataxe +24 melee (3d6+12/x3); or dog bite +18 melee (2d8+4); or snake bite +18 melee (2d6+4 plus transformation)
Full Attack: +5 dancing vorpal greataxe +24/+19/+14/+9 melee (3d6+12/x3), dog bite +18 melee (2d8+4), snake bite +18 melee (2d6+4 plus transformation); or dog bite +23 melee (2d8+8), snake bite +18 melee (2d6+4 plus transformation), 2 claws +18 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, transformation, summon tanar’ri
Special Qualities: All around vision, damage reduction 10/cold iron and good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 28, telepathy 100 ft., true seeing
Saves: Fort +18, Ref +12, Will +14
Abilities: Str 27, Dex 14, Con 27, Int 18, Wis 18, Cha 20
Skills: Bluff +24, Concentration +27, Diplomacy +28, Disguise +5 (+7 acting), Hide +17, Intimidate +26, Knowledge (planes) +23, Listen +23, Move Silently +21, Search +23, Sense Motive +24, Spellcraft +23, Spot +31, Survival +4 (+6 planes)
Feats: Cleave, Combat Reflexes, Improved Sunder, Power Attack, Quicken Spell-Like Ability (charm monster), Weapon Focus (greataxe)
Environment: Abyss
Organization: Solitary
CR: 17
Treasure: Standard coins; double goods; standard items, plus +5 dancing vorpal greataxe (disappears upon death)
Alignment: Always chaotic evil
Advancement: 17-30 HD (Large); 31-48 HD (Huge)

The only guardian tanar'ri, the molydeus enforces the war effort as a sort of politcal 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 creature carry ornate twin-bladed battleaxes.

Combat
A molydeus’ natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—animate objects, baleful polymorph (DC 20), charm monster (DC 19), darkness, detect thoughts (DC 17), Evard’s black tentacles, fear (DC 19), greater command (DC 20), greater teleport (self plus 50 pounds of objects only), improved invisibility (self only), detect good, detect law, suggestion (DC 18), vampiric touch (DC 18); 7/day—lightning bolt (DC 18). Caster level 16th. The save DCs are Charisma-based.
True Seeing (Su): Molydei continuously use true seeing, as the spell (caster level 16th).
All Around Vision (Ex): Molydei are exceptionally alert and circumspect. Their two heads give them a +8 racial bonus on Spot checks, and they can’t be flanked.
Transformation (Su): The victem of the molydeus’ snake head bite must succeed on a DC 26 Fortitude save or transform into a dretch in 1d6 rounds. A neutralize poison, remove curse, or remove disease spell stops the transformation. Once transformed, the victem is beyond restoration, short of divine intervention or a very carefully worded wish.
Summon Tanar’ri (Sp): Once per day, a molyedeus can attempt to summon 1d4 babau, 1d2 vrocks, or another molydeus with a 35% chance of success. This ability is equivalent to a 5th-level spell.
 
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pyrobob

First Post
just fyi, Dungeon did a conversion of the molydeus in their "vile" issue (concordant with Dragon 300: dont remember Dungeon number). yours is a bit more... vile, tho :D
 


SpuneDagr

Explorer
Thanks! I've actually been updating a bunch of the baatezu and tanar'ri from various 3e sources to 3.5. These two are the most recent, and the ones I had to do myself from 2e stuff.
 


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