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Baatezu

Pit Fiend Black Abishai Green Abishai Red Abishai
Climate/Terrain: The Nine Hells The Nine Hells The Nine Hells The Nine Hells
Frequency: Very rare Common Common Common
Organization: Solitary Solitary Solitary Solitary
Activity Cycle: Any Any Any Any
Diet: Carnivore Carnivore Carnivore Carnivore
Intelligence: Genius (17-18) Average (8-10) Average (8-10) Average (8-10)
Treasure: G, W Nil Nil Nil
Alignment: Lawful evil Lawful evil Lawful evil Lawful evil
No. Appearing: 1-4 2-20 2-8 1
Armor Class: -5 5 3 1
Movement: 15, Fl 24 (C) 9, Fl 12 (C) 9, Fl 12 (C) 9, Fl 12 (C)
Hit Dice: 13 4+1 5+2 6+3
THAC0: 7 17 15 13
No. of Attacks: 6 3 3 3
Damage/Attack: 1-4x2/1-6x2/ 1-4/1-4/2-5 1-4/1-4/2-5 1-4/1-4/2-5
2-12/2-8 or weapon
Special Attacks: Fear, poison, Poison, dive Poison, dive Poison, dive
tail constriction
Special Defenses: Regeneration, Regeneration, Regeneration, Regeneration,
+3 or better +1 or better +1 or better +1 or better
weapons to hit weapons to hit weapons to hit weapons to hit
Magic Resistance: 50% 30% 30% 30%
Size: L (12' tall) L (8' tall) L (7' tall) M (6' tall)
Morale: Fearless (19-20) Average (8-10) Average (8-10) Steady (11-12)
XP Value: 57,500 21,500 23,500 25,500

General: The baatezu are the primary inhabitants of the Nine Hells. They are a strong, evil tempered race held together by an equally strong organization. The baatezu live in a rigid caste system where authority is derived from power and station.
The baatezu wish to fulfill their ancient quest to destroy the tanar'ri, their blood enemies. The baatezu also know that by infiltrating humans and entering their world they will gain power over the tanar'ri. Toward this end they constantly strive to dominate the Prime Material plane and its natives.
The baatezu are divided into three groups: greater, lesser, and least. Below are listed a few:
Greater baatezu Lesser baatezu Least baatezu
amnizu abishai nupperibo
cornugon barbazu spinagon
gelugon erinyes
pit fiend hamatula
osyluth


In addition, there are the lemures, the common "foot soldiers" of the baatezu at the very bottom in station.

Combat: All baatezu except for lemures, nupperibo, and spinagon are able to perform the following magical abilities, once per round, at will: advanced illusion, animate dead, charm person, infravision, know alignment (always active), suggestion, and teleport without error.
Baatezu are affected by the following attack forms:
Attack Damage Attack Damage
acid full cold half*
electricity (lightning) full fire (dragon, magical) none*
gas half iron weapon none**
magic missile full poison none
silver weapon full***


*the gelugon suffers half damage from fire and none from cold.
**unless affected by normal weapons.
***greater baatezu suffer half damage from silver weapons.


Pit Fiend: The most terrible baatezu of the Nine Hells, pit fiends appear to be giant, winged humanoids, very much like gargoyles in appearance, with huge wings that wrap around their bodies for defense. Pit fiend's fangs are large and drip with a vile, green liquid. Their bodies are red and scaly, often emitting flames when they are angered or excited. In the rare situations they choose to communicate, they use telepathy.

Combat: In physical combat, the pit fiend is capable of dealing out tremendous punishment, using its incredible 18/00 Strength (+6 damage adjustment). They can attack six times in a single round, dividing attacks against six different opponents. They can attack with two hard, scaly wing buffets for 1-4 points of damage per hit. Their powerful claws do 1-6 points of damage per successful attack. The bite of a pit fiend is dreadful indeed, causing any creature bitten to take 2-12 points of damage and receive a lethal dose of poison. A saving throw vs. poison is required or the victim dies in 1-4 rounds. The bite also infects the victim with a disease.
Pit fiends can also attack with their tail every round, inflicting 2-8 points of damage per hit. The tail can then hold and constrict the victim for 2-8 points of damage per round until the victim makes a successful Strength check to break free. Pit fiends can also carry jagged-toothed clubs which inflict 7-12 points of damage per hit (this replaces one claw attack).
Once per round a pit fiend can use one of the following spell-like powers, plus those available to all baatezu: detect magic, detect invisibility, fireball, hold person, improved invisibility, polymorph self, produce flame, pyrotechnics, and wall of fire.
They can, once per year, cast a wish spell. They may always gate in two lesser or one greater baatezu with a 100% chance of success, performing this action once per round. Once per day, a pit fiend can use a symbol of pain -- the victim must save vs. rod, staff or wand or suffer a -4 penalty on attack dice, and a -2 penalty to Dexterity for 2-20 rounds.
Pit fiends regenerate 2 hit points per round and radiate a fear aura in a 20-foot radius (save vs. rod, staff, or wand at a -3 penalty or flee in panic for 1-10 rounds).

Habitat/Society: Pit fiends are the lords of the Nine Hells. They are the baatezu of the greatest power and the highest station. Pit fiends are found throughout the various layers of the Nine Hells, but are very rare on the upper layers.
Wherever they are found, these mighty lords hold a position of great authority and power. They sometimes command vast legions consisting of dozens of complete armies, leading them into battle against the tanar'ri. These huge forces are terrifying to behold, and any non-native of the lower planes, of less than 10 Hit Dice, who sees them, flees in panic for 1-3 days. Those of 10 Hit Dice or more must make a saving throw vs. rod, staff, or wand or flee in panic for 1-12 turns.

Ecology: Pit fiends are spawned from the powerful gelugons of the Nine Hells' eighth layer. When those icy fiends are found worthy they are cast into the Pit of Flame for 1,001 days after which they emerge as pit fiends.

Abishai: Abishai are common on the first and second layers of the Nine Hells, appearing much like gothic gargoyles. They are thin and reptilian with long, prehensile tails and great wings. There are three varieties of abishai. They are, in ascending order of station, black, green, and red. Abishai communicate with telepathy.

Combat: In battle, the abishai strikes with formidable claws, inflicting 1-4 points of damage per successful hit. It can also lash out with its flexible tail for 2-5 points of damage. Hidden in the end of an abishai's tail is a small stinger that injects poison on a successful hit, requiring a saving throw vs. poison (failure results in death).
Abishai can fly into the air and dive at enemies, striking with both claws. Their attack roll is made with a +2 bonus. A successful hit inflicts double damage.
In addition to the powers possessed by all baatezu, an abishai can perform the following magical powers, one at a time, once per round: change self, command, produce flame, pyrotechnics, and scare. They can also attempt to gate 2-12 lemures (60% chance of success, once per day) or 1-3 abishai (30% chance of success, once per day).
All abishai are susceptible to damage from holy water. If a vial is splashed on it, an abishai suffers 2-8 points of damage. All abishai regenerate 1 hit point per melee round unless the damage was done by holy water or a holy magical weapon.

Habitat/Society: Abishai are voracious and evil. They delight in tormenting those few natives of the Nine Hells that are lower in power. Abishai are fond of using change self and charm person to tempt mortals bold enough to travel to the Nine Hells.

Ecology: The abishai comprise the main body of many large, evil armies battling against the tanar'ri and intruders against the Nine Hells. In some cases, a red abishai may have proven himself worthy enough to command a force of lemures. If it is successful in this endeavor, the red abishai may be promoted to a higher form of baatezu.

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