Tanar'ri, Hunter - Furzonith Climate/Terrain: The Abyss Frequency: Very Rare Organizaion: Solitary (Unquie) Activity Cycle: Any Diet: Carnivore Intelligence: High to Genius (18-19) Alignment: Chaotic-Evil No. Appearing: 1(3) Armor Class: -3 (-9 in human form) Movement: 18, Fl:36 (72 burst, see below) Hit Dice: 16 (160 Hit Points) THAC0: 5 No. of attacks: 4 (3 with weapon) Damage/Attack: 1d10+poison / 2d6+14 / 1d6+14 / 1d8+poison Special Attacks: See below Special Defenses: +3 or better weapon to hit Magic Resistance: 85% (At 20th level) Size: L (7' tall at shoulder) Morale: Fearless (19-20) XP Value: 95,000 With the mating of the Prince of True Tanar'ri, and a powerful female Paladin captured from the Prime Material Plane, and the mighty magics of abyss, the bold, fearless, and cunning Furzonith where brought forth into the realm of the abyss. Only three of these retched beings are known to exist. The Furzonith are terrifying and stunning to behold. They appear most often in polymorphed form, that of a well muscled, stunningly beatiful women dressed in metalic black plate armor. In there true form, Furzonith appear as half human, half Tanar'ri. Half of there body is that of a beatiful woman, with their face in agony. The other half of their body looks more along the lines of a Cambion, pitch black skin, that is slightly scaly, Their one ear pointed, and half their mouth is filled with crooked, sharp fangs and there one arm ends in a razor sharp talon. Dangling behind them is a deadly stinger equiped tail. They usally appear before mortals in their polymorphed form, dressed in metalic black plate armor +5, and wielding a +4 Broad sword of Sharpness and Wounding. Combat: Although Furzonith are trackers and hunters of all that is Lawful and Good, they love a good fight and will enter battle whenever the opportunity arises. They can attack in either their true form or polymorphed form. Their favorite tactic is to beat there opponent down in their polymorphed form then to reveal their true form as their opponent is at lifes end. Due to their Titan like strength of 25, A Furzonith gets +7 to its "to hit" roll and +14 to its "damage" roll. The Furzonith is a deadly fighter, and attack fearless, and alwyas first in the round, gaining three attacks a round with its +4 Broad Sword of Sharpness/ Wounding, whichs does 2-20+14 points of damage per hit. Furzonith cherish their swords dearly and will go to great lengths to recover it, should it become lost. In its true form, the Furzonith attacks with a deadly toxic bite for 1-10 points of damage. Any opponent which is mauled by the deadly bite must save verus poison at a -2 or become paralyzed for 1-12 rounds. In addition to the bite the Furzonith may also strike with its taloned hand for 2-12+14 points of damage, and its humanoid hand for 1-6+14 points of damage and its tail which will inflict 1-6 points of damage plus inject a powerful poison into the victim. When injected with the poison, the victim must save verus poison at -4. If the victim should fail the save, he or she will have their Constitution reduced by one point permanently. The lost point can only be regained by the use of a Wish spell or divine intervention. Due to its powerful parentage and chaotic evil nature, all Furzonith radiate fear in a 10' radius at will, which effects all creatures up to lesser god status. Also due to their parentage, all Furzonith are uneffected by Protection from Good, Holy Word, and Symbol spells. Once Every three rounds a Furzonith can burst its movement up to 72' per round while on the ground or flying. The Furzonith can forgo this movement and double its attack that round instead. In addition to those available to all tanar'ri, Furzoniths have the following spell-like powers at 20th level, that they can use once per round, at will, one at a time. - Protection from Good - Obscure Alignment - Animate Dead - Cause Blindness in a 10' radius (No to "hit" roll required) - Cause Disease in a 10' radius (No to "hit" roll required) - Curse - Cause Serious wounds in a 10' radius (No to "hit" roll required) - Dispel Good 3/day - Heal or Harm 3/day (No to "hit" roll required) - Polymorph Self - True Seeing, always active - Telekinesis - Detect Magic - Dispel Magic - Corrupt 3/day (Can cause one item, spell, ability not to function properly for 4 rounds, ie..+5 sword, becomes normal, spell fails, scroll unreadable, unable to regenerate, unable to lay hands, etc..., No Save) Furzonith are very vigilant and have keen senses and are therefore never surprised. Each is very stealthy, and can climb walls, hide in shadows, and move silently as a 20th level thief. They may peform these action while in thier plate armor All Furzonitha are ruthless trackers, they track as 20th level Rangers. Once set upon a trail of a Lawful Good target, they will pursue their pray until it or them is destroyed. All Furzonith have infravision out to 200 feet. All Furzonith are only effected by magical weapons of at least +3 or better. They also regenerate 3 hit points per round. They may also attempt to gate in their sister Furzonith, or 1-10 least tanar'ri, 1-8 lesser tanar'ri, 1-6 greater tanar'ri, or 1 true tanar'ri once per hour with a 45% chance of success. Habitat/Society: As mentioned above, Furzonith are ruthless trackers of all that is law and good. They take no part in the Blood War, and follow the orders of only the Prince of the True Tanar'ri. Instead they are sent forth onto the Prime Material Plane by the Prince of the True Tanar'ri, to capture or slay mighty Paladins and bring them back to the Abyss for the Prince to consume or toy with for his own evil purposes. A powerful female Paladin will be taken alive at all cost back to the Abyss, so that more Furzonith can be brought forth. Ecology: By serving only the Prince of the True Tanar'ri, the Furzonith ensure their existence in the Abyss.