Molydeus

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Huge Outsider (Chaotic, Evil)
Hit Dice: 12d8+48 (102 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft.
Armor Class: 27 (-2 size, +1 Dex, +18 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: +5 dancing, vorpal gargantuan greataxe +17/+12/+7 melee, dog head bite +12 melee, snake head bite +12 melee
Space/Reach: 10ft. by 5ft./10ft.
Special Attacks: Spell-like abilities, poison, vorpal greataxe, summon tanar’ri
Special Qualities: Weapon immunity, SR 30, detect thoughts, true seeing, tanar’ri qualities
Saves: Fort +12, Ref +9, Will +13
Abilities: Str 25, Dex 13, Con 19, Int 16, Wis 20, Cha 16
Skills: Bluff +15, Concentration +16, Hide +5, Knowledge (any one) +15, Listen +25, Move Silently +13, Scry +15, Search +15, Sense Motive +17, Spellcraft +15, Spot +25
Feats: Alertness, Cleave, Improved Initiative, Power Attack
 
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 17
Treasure: Standard coins; double goods; standard items
Alignment: Chaotic Evil
Advancement: 13-18 HD (Huge); 19-36 HD (Gargantuan)
Level Adjustment: 0
Tall, powerful, and muscular are the best ways to describe a molydeus. With dark crimson skin covering their humanoid bodies one could be forgiven for mistaking them for giant red men - at least from a distance anyway. Upon closer inspection, one cannot help but notice the creatures two grotesque heads. One belonging to a snarling wolf and always watchful of what happens in front of the beast. The other a long coiling snake that notices everything happening behind it's back. Molydei have the use of a form of ESP that allows them to communicate with any being capable of intelligent thought, or to understand the primal urges of those that aren't. CombatAll molydei carry and attack with elaborate over-sized great-axes. Should a molydeus been slain, it's axe disappears.Spell-Like Abilities: At will – animate objects, blindness, charm person, command, darkness, desecrate, detect good, detect law, Evard’s black tentacles, fear, improved invisibility, know alignment, polymorph other, sleep, suggestion, vampiric touch, teleport without error (self plus 50 pounds of objects only), unholy aura, unholy blight; 7/day – lightning bolt. These abilities are as the spells cast by a 15th sorcerer (save DC 13 + spell level).Poison (Su): Snake head bite, Fortitude save (DC 20) or turn into a manes in 1d6 turns. A neutralize poison followed by remove curse eliminates the poison. Once transformed only divine intervention on a carefully worded wish or miracle can restore the victim.Weapon Immunity (Ex): Molydei can only be harmed by cold iron weapons and have damage reduction 30 to other weapons, magical or otherwise.Vorpal Greataxe (Su): Every molydeus carries a +5 dancing vorpal gargantuan greataxe that disappears at its death. The only way to get this powerful weapon is to take it 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.Summon Tanar’ri (Sp): Once per day a molydeus can attempt to summon 1d4 babaus or another molydeus with a 35% chance of success.Detect Thoughts (Su): Molydei continuously detect thoughts as the spell cast by a 15th level sorcerer.True Seeing (Su): Molydei continuously use true seeing as the spell cast by a 15th level cleric.Skills: Molydei receive a +8 racial bonus to Listen and Spot checks.Habitat/SocietyMolydei are the lone members of the 'Guardian' caste and are responsible for enforcing the blood war effort as if they were some sort of police officer.They wander the limitless layers of the Abyss in search of true tanar'ri that have strayed from the cause of the Blood War. They report directly to the balors, but even they are not beyond reproach.0EcologyMolydei are perhaps the greatest enigma in the Abyss. They are creatures that exist only to serve the cause. They have no loyalty to any other tanar'ri and will destroy any other tanar'ri that shows the slightest sign of infidelity.They do not enforce their doctrine on non-tanar'ri as they believe all other creatures to be disloyal by nature.

For more information, see the Planescape Monstrous Compendium Appendix I (pg. 105).

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