Dreadbane



Climate/Terrain: Lower Planes/Abyss
Frequency: Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: High (15-16)
Treasure: Nil
Alignment: CE
No. Appearing: 1-4
Armor Class: - 4
Movement: 12, FL 18
Hit Dice: 10
Thac0: 11
# of Attacks: 3
Damage/Attack: 1d8+6/2d8/1d6
Special Attacks: Flames, disease
Special Defenses: Immunities, + 2 weapon to hit
Magic Resistance: 50%
Size: L (8-9' tall)
Morale: Fanatic (17-18)
XP Value: 12,000 (Greater: 15,000)

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Appearance: Dreadbanes are frightening in appearance. Their upper bodies are muscular, scaly, red- skinned male torsos, covered in pustulent open sores. They have long black hair, vampire-like fangs, and eyes like a serpent, cold and slitted. Their tongues are also forked like that of a snake. Their foreheads sport two large spiraling gazelle-like horns of dark bone. Two large bat wings protrude from their backs, black with reddish tinted membranes. Their fingers are tipped with large, sharp black nails. From the waist down, the dreadbane has a writhing snakelike body, cloaked in flames.

Combat: Dreadbanes are hideously strong, having 18/00 Strength. In combat their sharp claws do 1d8+6 damage each. If they attack with their horns, they cause 2d8+6 damage plus the victim has a 50% chance of contracting a possibly fatal disease. If a CON check is made, then the victim will survive the disease. A failed Con check means death at the end of the disease. The disease itself manifests within 1d4 days, beginning with pustulent sores which erupt all over the body, severe body aches, and high fever. When it manifests, the victim is infectious and will spread the affliction anyone who spends any time near him. There is no non-magical cure. During the infection, the victim is nearly helpless and unable to engage in travel, combat, or any other activity. This stage lasts for two weeks, after which the victim recovers unless the CON check was failed, in which case death is the end result. This disease can be cured using a cure disease spell, which will work only if the original CON check was successful. In this case, the disease ends within 3 days of casting. If the CON check failed, only a full heal or wish will cure the disease.

Dreadbanes also attack with their bite, which causes 1d6 damage and also injects poison which does 10 points of damage. A save vs. poison allows half damage. Anyone who stands within 5' of the dreadbane suffers 1d6 damage per round from the flames emitted by its snakelike lower body (no save).

The dreadbane's most fearsome weapon though, is its abyssal sword. Made of a black adamantite steel, these swords blaze with flame and emit a foul black smoke. Such swords can cut through any substance, even (to the dismay of many a wizard) the protection of a stoneskin spell. The sword does 1d10/3d6 + 9 damage, being essentially a two handed sword. It is a +3 weapon. If held by a mortal, it inflicts flame damage of 1d6 per round until dropped. There is no way to protect from this damage. Typically, the dreadbane will attack with its sword twice and its horns once in a combat round. If it loses its sword, the attack sequence is claw/horn/bite. When they appear in groups of two or more, they use highly devious battle tactics, being extremely intelligent.

It has standard tanar'ri immunities.

Habitat/Society: As part of the hierarchy of the abyss, the dreadbane is a true tanar'ri. However, they are outside the typical power stuggles due to their remote duties. Dreadbanes are known as Guardians of the Abyss because their duties include guarding special treasure hordes and secret entrances to hidden lairs of the greater demon lords and princes. Often a demon lord or prince will assign several of these powerful guardians to protects its soul amulet in its hidden location. Dreadbanes are fanatically loyal, and their presence always indicates something of importance is being guarded. Generally, they work in groups of four, although smaller groups or even solitary individuals may be encountered if the item or location being protected is relatively hidden or not of vital importance.

Ecology: Dreadbanes are not part of the Blood War, but rather serve the more powerful demon lords and princes as guardians. As such, even other true tanar'ri give them wide berth and respect. Even balors and mariliths are loathe to interfere with dreadbanes, despite their superior power. Dreadbanes often feed on the corpses of their victims.

Variants: Horrible as the dreadbane may appear to be, there is an even more horrid variant type, the Greater Dreadbane. It is rumored (by Abyssal scholars) that there are only six of these terrible demons, each assigned to a demon prince and overseeing entire legions of dreadbanes. The greater dreadbane differs from the normal dreadbane in that it has 4 arms, often carries two swords (similar to the dreadbane's, but of sharpness). Greater dreadbanes have 12 HD, AC -7, 17-18 INT, make 5 attacks per round, and have 75% MR.




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