Demon, Chasme (Tanar'ri) (LW)

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Medium-Size Outsider (Chaotic, Evil)
Hit Dice: 8d8+8 (44 hp)
Initiative: +2 (Dex)
Speed: 10 ft., fly 50 (clumsy)
Armor Class: 25 (+2 Dex, +13 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 claws +10 melee, bite +5 melee
Space/Reach: 5ft. by 5ft./5ft.
Special Attacks: Spell-like abilities, fear aura, sleep drone, wound, improved grab, blood drain, summon tanar’ri0
Special Qualities: Damage reduction 10/+1, SR 21, tanar’ri qualities, see invisibility0
Saves: Fort +7, Ref +8, Will +8
Abilities: Str 15, Dex 15, Con 13, Int 12, Wis 14, Cha 110
Skills: Concentration +11, Escape Artist +11, Hide +12, Listen +11, Move Silently +12, Search +12, Sense Motive +12, Spellcraft +11, Spot +110
Feats: Cleave, Flyby Attack, Power Attack0
Environment: Any land or underground
Organization: Solitary, gang (2-4), or swarm (6-15)
Challenge Rating: 11
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 9-12 HD (Medium-size); 13-24 HD (Large)
Level Adjustment: 0
Chasme are insectile fiends that appear as yellow-skinned wasps with long, protuding noses. Wherever they go a hypnotic drone foreshadows their presence.For more information see Planescape Monstrous Compendium I.0CombatSpell-Like Abilities: At will – darkness, desecrate, detect good, insect plague, ray of enfeeblement, telekinesis, and teleport without error (self plus 50 pounds of objects only). These abilities are as the spells cast by a 8th level sorcerer (save DC 10 + spell level).Fear Aura (Su): As a free action, a chasme can create an aura of fear in a 30-foot radius. It is otherwise identical with fear cast by a 8th level sorcerer (DC 14). If the save is successful, that creature cannot be affected again by that chasme’s fear aura for one day. Tanar’ri of True or similar status are immune to the aura.Sleep Drone (Su): As a free action, a chasme can buzz in a rasping voice. Living creatures who hear this drone must succeed in a Will save (DC 15) or fall into a comatose sleep. Victims sleep for 2d4 hours or until awaken by vigorous outside stimuli. If the save is successful that creature cannot be affected again by that chasme’s sleep drone for one day.Wound (Su): A hit from a chasme’s claw attack causes a bleeding wound. The injured creature loses 2 additional hit points each round until the wound is bound (a DC 10 Heal check) or the creature dies.Improved Grab (Ex): To use this ability, the chasme must hit with its bite attack. If it gets a hold, it automatically deals bite damage.Blood Drain (Ex): A chasme drains blood from a grabbed opponent, dealing 1 point of temporary Constitution damage each round it maintains the hold.Summon Tanar’ri (Sp): Once per day a chasme can attempt to summon 4d10 manes or another chasme with a 35% chance of success.See Invisibility (Su): Chasme continuously see invisibility as the spell cast by a 8th level sorcerer.Skills: Chasme receive a +8 racial bonus to Listen and Spot checks.0Habitat/SocietyChasme are the enforces of true tanar'ri policy. They hunt and capture renegade demons that refuse to serve in the Blood War. Much more than other tanar'ri, chasme are hated as tools of the more powerful demons and torn apart when found alone. The function of chasme in the Abyss is two-fold: hunters and parasites. In courts, chasme serve as religious figures or advisors, enjoying more flexibility in status among higher-ranking tanar'ri.0EcologyThe chasme have more of a society than others of their kind. They live in great hives where they lay thousands of eggs. Hatchlings struggle among themselves for survival and sometimes a single chasme will eat all the others.0
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