Molydei

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Demon (Tanar
Hit Dice: 12d8+60 (102 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft.
Armor Class: 25 (+1 Dex, +14 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: +5 dancing, vorpal huge greataxe +23/+18/+13 melee, bite (dog) +18 melee, bite (snake) +18 melee
Space/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Poison
Special Qualities: Immunity, SR 29, tanar'ri qualities, know alignment
Saves: Fort +13, Ref +9, Will +11
Abilities: Str 22, Dex 13, Con 20, Int 16, Wis 18, Cha 16
Skills: Listen +27, Spot +27, Concentration +23, Climb +24, Jump +24, Intimidate +21, Planar Sense +22
Feats: Alertness, Improved Initiative, Cleave, Power Attack
 
Environment: Any ground and underground or Abyss
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 13-18 HD (Large); 19-36 HD (Huge)
Level Adjustment: 0
Molydei are chilling to behold. These great creatures appear as powerful, muscular humanoids with dark red skin, In all respects, they could be mistaken for giant red men, but their gruesome heads instantly betray them. One head is that of a large, snarling dog and is constantly alert and misses nothing that goes on around it. The other head is that of a snake, long and prehensile, often observing what goes on behind the molycleus. These creatures carry huge, two-headed battle axes that am extremely ornate. When a molydeus is slain, its axe disappears. The only way of getting one of thew powerful weapons is to take one from a living molydeus. A molydeus will not rest until it recovers its weapon, stalking the thief day and night without end until the axe is recovered and the thief horribly killed. CombatPoison(Ex): Bite, Fortitude save (DC 21); initial damage transformin to a manes in 1d6 minutes, secondary damage none.A neutralize poison spell followed by remove curse will eliminate the poison. However, once turned into a manes the victim is irrevocablylost to any means short of divine intervention or a wish/miracle.Spell-Like Abilities: Always active- detect thoughts, true seeing; at will- produce flame, animate objects, blindness/deafness, charm person or animal, command, Evard's black tentacles, fear, improved invisibility, polymorph other, sleep, suggestion, vampiric touch;7/day- lightning bolt. These abilities are as the spells cast by a 12th level sorcerer (save DC 13 + spell level).Know Alignment(Su): Molydeus's always know the alignment of any creature they look upon.Immunity(Ex): Molydeus can only be hit by cold iron weapon. Not evenmagical weapons can hurt him.Tanar'ri Qualities: See Monsters ManualHabitat/SocietyThe molydei are the greatest enigma in the Abyss. These powerful creatures are a sort of police, they wander the layers of the Abyss and search for true tanar'ri that stray from the cause of the Blood War. They are a political patrol that reports directly to the balors themselves. Of course, even the mighty balors are not above reproach and the molydei would turn against one if it strays from the cause.0EcologyBy perpetuating the loyalty of the true tanar'ri, the molydei play an important role in the Blood War. These creatures exist only toserve the cause. They have no loyalty towards any tanar'ri and would readily destroy any of them at the slightest sign of infidelity. They do not attempt to enforce their doctrine on the non-true tanar'ri for it is assumed that they are all disloyal by nature and must be constantly threatened and punished to be kept in line.
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