Tanaríri, General Information

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Tanaríri, General Information

In Sigil the streets teem with denizens of a thousand planes, and each claims to have visited a thousand more. In every back-alley gambling haunt in the Lower Ward, in half the tiefling halfway houses, in the incense-heavy air of vapor shops where old men debate weird philosophies, tales pass back and forth. Those tales debate the absolutes of the Outer Planes, the greatest and least, loftiest and most base, best and worst. Every tale that turns upon the worst inevitably stops with the place of despair, the infinite bleak layers that represent the suffering and toil of existence made tangible. There chaos and hopelessness reign.

There in the Abyss, where others endure endless torment, the tanaríri thrive.

Like the baatezu, tanaríri are fiends (lower planar creatures of enormous power), but they embody evil of a different type. Baatezu, lawful evil beings, pursue calculated doctrines as part of a grand plan to advance their race to dominion of all the planes. Most baatezu tempt mortals into intellectual evils such as pride, ambition, and subversion. Tanaríri, chaotic evil personified, are motivated not by doctrines but by insane, violent inner drives. They tempt mortals into crimes of passion and vice, evils of appetite. Less intelligent tanaríri often attack without question and fight until slain. True and greater tanaríri roam the Astral and Ethereal planes, driven ceaselessly to seek fresh victims.

Combat: All tanaríri (even the least) share the spell-like powers darkness, 15í radius, infravision, and teleport without error. They also can gate in other tanaríri at will, as defined for each type. Tanaríri are affected by attack forms as noted below:

Electricity (lightning)none
Fire (magical)half
Fire (nonmagical)none
Gas (poisonous, etc.)half
Iron weaponfull
Magic missilefull
Silver weaponfull*

* Greater tanaríri take half damage from silver weapons.

All tanaríri have a form of telepathy that lets them communicate with any intelligent life form regardless of language barriers. Tanaríri with Average or better Intelligence can converse.

The Abyss-forged magical weapons of the tanaríri dissolve upon the ownerís death. When one doesnít, the weapon probably originated elsewhere.

Habitat/Society: The tanaríri have five divisions, listed here in order of ascending power with member varieties:

Least: dretch, manes, rutterkin

Lesser: alu-fiend, armanite, bar-lgura, bulezau, cambion, maurezhi, succubus, uridezu, yochlol

Guardian: molydeus

Greater: babau, chasme, goristro, nabassu, wastrilith

True: alkilith, balor, glabrezu, hezrou, marilith, nalfeshnee, vrock

These classifications actually mean little in their lives. They are merely broad estimates of destructive power. The tanaríri have little use for anything besides power, and a strong lesser tanaríri who bests a greater cousin gains higher status in the Abyss. Their petty battles for position are endless. The only class free from these power struggles is the molydeus, a guardian tanaríri that seems curiously divorced from the tanaríri power structure.

There are also the spyder fiends, a subrace of the tanaríri.

The tanaríri are one of the two major factions in the Blood War. For as long as the tanaríri have existed, they have waged war against their ancient enemies, the baatezu. The tanaríri and baatezu wage war in strikingly different ways. The baatezu are organized and fight their battles with planned tactics for strategic goals. The tanaríri, however, are a horde of chaos and disorder, using their endless numbers in wars of attrition. It is difficult to estimate tanaríri populations, considering they inhabit an infinite number of infinitely large planes, but there are easily 100 times as many tanaríri as baatezu. This disordered race wages the Blood War only because true tanaríri seem to have a primal urge to destroy baatezu. They force those less powerful than themselves to serve their wishes.

Ecology: Most tanaríri feed on either flesh or the life force of other living beings. It appears that they derive more nutrition from a victim by instilling terror in it before the kill. Whereas most predators simply stalk and then kill, tanaríri add a third step: stalk, terrify, kill.

Last Modified: June 10, 2010, 12:05:22 GMT

Advanced Dungeons & Dragons 2nd Edition

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