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Tarozuh (Tanar'ri)
(ta 'ro zooh)
| Type & Size | Medium Outsider (Chaotic, Extraplanar, Evil, Tanar'ri) |
| Hit Dice | 8d8+32 (68 hp) |
| Initiative | +2 (Dex) |
| Speed | 40 ft., fly 30 ft. (poor) |
| Armor Class | 18 (+2 Dex, +6 natural), Tch/FF: 12/17 |
| Base Attack/ Grapple | +8 / +13 |
| Attack | Slam +13 melee (1d4+5) |
| Full Attack | 2 Slams +13 (1d4+5) and Gore +8 (1d8+7) |
| Space/Reach | 5 ft./ 5 ft. |
| Special Attacks | Sneak Attack +1d6, Spell-like Abilities, Stench of Death, Summon Tanar'ri |
| Special Qualities | Damage Reduction 5/cold iron or good, Darkvision 60 ft., Tanar'ri Traits, Spell Resistance 15, Telepathy 100 ft. |
| Saves | Fort: +10, Ref: +8, Wil: +8 |
| Abilities | Str: 20, Dex: 14, Con: 18, Int: 12, Wis: 14, Cha: 16 |
| Skills | Bluff 13, Climb 11, Escape Artist 10, Hide 17, Intimidate 15, Listen 17, Move Silently 17, Search 11, Spot 13, Survival 12 |
| Languages | Abyssal +2 others, Telepathy 100 ft. |
| Feats | Cleave, Improved Natural Attack (Gore), Power Attack |
| Climate/Terrain | Infinite Layers of the Abyss |
| Organization | Solitary or Gang (3-6) |
| Challenge Rating | 5 |
| Treasure | Standard |
| Alignment | Always Chaotic Evil |
| Advancement Range | 9-13 HD (large); 14-22 HD (Huge) |
| Description |
The stench of death and decay surrounds this powerfully built ram-headed humanoid. A reddish bristly fur covers its satyr-like legs and lower body. Demonic bat-like wings extend from its back and putrid green steam rises from its flared nostrils. Bright glowing-yellow eyes gleam from deep skull-like sockets.
Tarozuh serve the demon-prince Orcus as guards and assassins. They are malevolent and cruel in every endeavor and enjoy toying with prey before they close in. Tarozuh are often found in the company of undead.
Tarozuh stand nearly 7 feet tall and weight over 280 pounds.
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| Combat |
Tarozuh prefer to hold back on attacking, waiting for the perfect opportunity to use their sneak attack or Clutch of Orcus1 spell-like ability.
A Tarozuh's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for purposes of overcoming damage reduction.
Spell-like Abilities: At Will: Darkness, Dispel Magic, See Invisibility, Greater Teleport (self plus 50 lb. of objects only). 1/day: Clutch of Orcus1 (Will DC 16).
Sneak Attack (Ex): As a rogue, sneak attack deals 1d6 extra points of damage.
Stench of Death (Su): A stench of rot and decay surrounds the Tarozuh within a five foot radius. Anyone entering the area must make a Fort save (DC 18) or become Sickened (-2 on attack, damage, skill, saves and ability rolls). If a sickened character stays within the area they must make a Fort save every round, if the character fails two saves in a row (not counting the first) they become Nauseated.
Summon Tanar'ri (Sp): Once per day a Tarozuh can attempt to summon 1 Tarozuh with a 30% chance of success. This ability is the equivalent of a 3rd level spell.
Skills: Tarozuh have a +4 racial bonus on Hide, Intimidate, Listen and Move Silently checks.
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Notes: | 1: See Book of Vile Darkness for information on this spell.
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