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Planescape Conversions: Bulezau and Molydeus
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<blockquote data-quote="SpuneDagr" data-source="post: 1025140" data-attributes="member: 1564"><p>I've never seen one anywhere else, so here's my own conversion of a Planescape bulezau (Tanar'ri)</p><p></p><p><strong><u>BULEZAU</u></strong></p><p><strong>Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)</strong></p><p><strong>Hit Dice:</strong> 6d8+18 (45 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-footed 20</p><p><strong>Base Attack/Grapple:</strong> +6/+16</p><p><strong>Attack:</strong> Morningstar +11 melee (2d6+9); or gore +12 melee (1d8+6)</p><p><strong>Full Attack:</strong> 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)</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks:</strong> Spell-like abilities, battle frenzy, powerful charge, <em>summon tanar’ri</em></p><p><strong>Special Qualities:</strong> 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.</p><p><strong>Saves:</strong> Fort +8, Ref +5, Will +5</p><p><strong>Abilities:</strong> Str 23, Dex 8, Con 17, Int 6, Wis 10, Cha 8</p><p><strong>Skills:</strong> Climb +15, Intimidate +8, Jump +15, Listen +9, Spot +9, Survival +9</p><p><strong>Feats:</strong> Multiattack, Power Attack, Weapon Focus (gore)</p><p><strong>Environment:</strong> Abyss</p><p><strong>Organization:</strong> Solitary, pair, team (3-5), or squad (6-10)</p><p><strong>CR:</strong> 6</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always chaotic evil</p><p><strong>Advancement:</strong> 11-14 HD (Large); 15-30 HD (Huge)</p><p></p><p>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.</p><p>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.</p><p></p><p><u>Combat</u></p><p>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.</p><p><strong>Spell-Like Abilities:</strong> At will—<em>cause fear</em> (DC 10), <em>command</em> (DC 10), <em>darkness</em>, <em>greater teleport</em> (self plus 50 pounds of objects only), <em>see invisibility</em>, <em>wall of fog</em>; 1/day—<em>shout</em> (DC 13). Caster level 6th. The save DCs are Charisma-based.</p><p><strong>Battle Frenzy (Ex):</strong> 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.</p><p><strong>Powerful Charge (Ex):</strong> 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.</p><p><strong><em>Summon Tanar’ri</em> (Sp):</strong> 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.</p><p><strong>Skills:</strong> Bulezau have a +8 racial bonus on Listen and Spot checks.</p></blockquote><p></p>
[QUOTE="SpuneDagr, post: 1025140, member: 1564"] I've never seen one anywhere else, so here's my own conversion of a Planescape bulezau (Tanar'ri) [B][U]BULEZAU[/U][/B] [B]Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)[/B] [B]Hit Dice:[/B] 6d8+18 (45 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 30 ft. (6 squares) [B]Armor Class:[/B] 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-footed 20 [B]Base Attack/Grapple:[/B] +6/+16 [B]Attack:[/B] Morningstar +11 melee (2d6+9); or gore +12 melee (1d8+6) [B]Full Attack:[/B] 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) [B]Space/Reach:[/B] 10 ft./10 ft. [B]Special Attacks:[/B] Spell-like abilities, battle frenzy, powerful charge, [I]summon tanar’ri[/I] [B]Special Qualities:[/B] 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. [B]Saves:[/B] Fort +8, Ref +5, Will +5 [B]Abilities:[/B] Str 23, Dex 8, Con 17, Int 6, Wis 10, Cha 8 [B]Skills:[/B] Climb +15, Intimidate +8, Jump +15, Listen +9, Spot +9, Survival +9 [B]Feats:[/B] Multiattack, Power Attack, Weapon Focus (gore) [B]Environment:[/B] Abyss [B]Organization:[/B] Solitary, pair, team (3-5), or squad (6-10) [B]CR:[/B] 6 [B]Treasure:[/B] Standard [B]Alignment:[/B] Always chaotic evil [B]Advancement:[/B] 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. [U]Combat[/U] 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. [B]Spell-Like Abilities:[/B] At will—[I]cause fear[/I] (DC 10), [I]command[/I] (DC 10), [I]darkness[/I], [I]greater teleport[/I] (self plus 50 pounds of objects only), [I]see invisibility[/I], [I]wall of fog[/I]; 1/day—[I]shout[/I] (DC 13). Caster level 6th. The save DCs are Charisma-based. [B]Battle Frenzy (Ex):[/B] 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. [B]Powerful Charge (Ex):[/B] 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. [B][I]Summon Tanar’ri[/I] (Sp):[/B] 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. [B]Skills:[/B] Bulezau have a +8 racial bonus on Listen and Spot checks. [/QUOTE]
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