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.
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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