Yartuniu is one of the few Abyssal lords that actually
worked his way all the way up the ranks. Mane, Incubus,
Balor, and now Abyssal Lord. Yartuniu is attempting to get
enough power to grant spells to worshippers, become a
demi-power, then lesser, intermediate, greater power, then
perhaps become an overpower like Ao. Yartuniu looks like a
big orc with wings, a huge canine mouth, two lashing
tentacle/arms, and a large serpentine tail. He can speak
common, orcish, dwarven, elven, and tanar'ri. He can also
communicate through telepathy. He is also crazed for power.
He will not kill anyone who shows a skill he does not have,
until he learns that skill.
Combat:
Yartuniu has an effective strength of 19. He attacks
with his two claws which usually hold his two favourite
weapons, Grazuni a two-handed Sword +3, +5 vs. Baatezu
(Enchanted in the outlands, so it only looses one plus in
Baator), and Tag A long Sword +1, +3 vs. Regenerating
creatures (Enchanted on the Prime Material World so it acts
like a Long Sword +0, +1 vs. Regenerating Creatures in the
Outer Planes.) He also attacks with his two rope-like
tentacles (That get his Strength bonus), his tail and his
Bite. He has all the standard Tanar'ri abilities and
resistances, plus he is immune to fear, all fire, death
magic, charms, and hold spells. He also can use the
following spell-like abilities once per turn Hold Monster,
Flaming Sphere, Magic Missile, True Seeing, Polymorph Other
(Into an Orc Only), and Barminess (His name for a
Feeblemind). Yartuniu requires a +4 or better weapon to be
harmed. Of course this blood is more powerful than most
tanar'ri right here, but that ain't all. See this blood has
psionics, and I mean psionics. Any berk challenging
Yartuniu had better know this.
Psionics Summary
(Yartuniu)
Level
|
Att/Def
|
Dis/Sci/Dev
|
MTHAC0
|
MAC
|
PSPs
|
30
|
All/All
|
All/All/All
|
-9
|
-10
|
4d100
+3000
|
(Chant goes that nobody has ever bested Yartiniu in
psionic combat, mortal or divine)...
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And if a blood turns grey at the mention of his superior
psionic abilities, he'll go absolutely barmy when they find
out he has the spells of a level 23 mage and a level
12 cleric. He can cast spells from any school (including
wild magic) and from the All, Astral, Chaos, Combat,
Elemental (Fire and Earth), Healing (Reverse forms only),
Necromantic, Thought, Time, Sun (Reverse Only), War, and
Wards. He also has Minor Access to Divination, and
Travellers. Bad berk? Don't forget that he has 4d6 Vrock
Guardians, and a flying monkey for a familiar -- chant goes
it's a 7 HD monkey that can cast spells as a 3rd-level mage.
It has the following psionic abilities:
Psionics Summary (Flying
Monkey)
Level
|
Att/Def
|
Dis/Sci/Dev
|
MTHAC0
|
MAC
|
PSPs
|
1
|
EW/TW,M-,IF
|
1/1/1
|
18
|
7
|
50 + 1d10
|
- Telepathy - Sciences: mindlink,
Devotions: ESP.
The flying monkey has all the abilities of a monkey (See
MM, Mammals) and all the immunities of a tanar'ri. It has an
intelligence of 11. It used to be able to Teleport
without Error (If the adventure in Hellbound that
removed that ability was not run it still does). And it can
cast infravision once per round as a 9th level wizard. The
flying monkey requires a +1 or better to hit. It has an XP
Value of 2000 and a morale of 17.
Habitat/Society:
Yartuniu lives as the lord of a castle, named The
Castle of Hurfnag, that moves randomly throughout the abyss.
It also moves at random intervals. Yartuniu himself has a
hers of stench kows that he keeps for food. The graze around
in the inner courtyard of his castle. He also has a harem of
Succubi and Mariliths that he uses to entertain himself
occasionally. His offspring are Bar-Igura.
Ecology:
There is not ecology here, Yartuniu moves too fast to
have any impact on the local area. Inside the castle however
the only thing there is to eat and drink are humans,
demi-humans and humanoids that are kept imprisoned. Yartuniu
also keeps, on hand, a large treasure vault filled with
whatever magic items that the DM feels is necessary.
Yartuniu eats his slaves and prisoners. The stench kows are
food for the rest of the castle's inhabitants.
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