Tanar'ri Living Fortress

A demon that is also a building, the living fortress feels every footstep inside its halls and seizes intruders with clawed arms that sprout from its own walls, floors and ceilings.

Setting: Dragon Magazine · Sources: Dragon233

Combat

Normal attacks cannot touch the structure itself; only area-effect attacks damage it. It fights by sprouting 1d6 clawed limbs from any wall, floor or ceiling. These limbs can be hurt by ordinary weapons and are destroyed after 30 points of damage each, and because the fortress can have only as many limbs as its Hit Dice, every loss counts. It senses all activity within its walls and up to 50' beyond its perimeter.

Unable to move or flee, it has no movement or morale ratings. It shares the standard tanar'ri defenses and powers except teleporting: at will, once per round, it can create darkness 10' radius, it has infravision, and three times a day it can try to gate in 3-18 least tanar'ri (40% success). It takes half damage from cold, fire and gas and none from electricity, nonmagical fire or poison, making it extremely hard to destroy.

More: Monsters starting with T · Dragon Magazine monsters · All monsters A-Z

Statistics

Climate/TerrainN/A
FrequencyN/A
OrganizationN/A
DietN/A
IntelligenceLow to Average (5-10)
TreasureNil
No. Appearing1
Armor Class10
MovementN/A
Hit Dice15-20
THAC05
No. of Attacks1d6
Damage/Attack3d4
Special AttacksNil (see below)
Special DefensesSee below
Magic Resistance50%
Sizevaries
MoraleN/A
XP Value12,000 to 17,000