Tanar’ri Lord, Yartuniu
| CLIMATE/TERRAIN: | The Abyss / Castle of Hurfnag / Wandering |
| FREQUENCY: | Unique |
| ORGANISATION: | Solitary (but with henchmen) |
| ACTIVITY CYCLE: | Any |
| DIET: | Carnivore |
| INTELLIGENCE: | Godline (21+) |
| TREASURE: | A, H, Q, X and see below |
| ALIGNMENT: | Chaotic Evil |
| NO. APPEARING: | 1 + 4d6 tanar’ri henchmen |
| ARMOUR CLASS: | -8 |
| MOVEMENT: | 12, Fly 24 (B), Swim 12 |
| HIT DICE: | 30 HD (145 hp) |
| THAC0: | -7 |
| NO. OF ATTACKS: | 6/1 |
| DAMAGE/ATTACK: | 1d8+7 / 1d8+7 / 1d6+7 / 1d6+7 / 1d8 / 2d6 or by weapon +7 |
| SPECIAL ATTACKS: | Poison bite, tanar’ri abilities, flying monkey, spells, psionics |
| SPECIAL DEFENCES: | Tanar’ri immunities, immune to charm, fear, hold, fire, and death magic |
| MAGIC RESISTANCE: | 80% |
| SIZE: | L (12′ tall, 10′ wing span) |
| MORALE: | Fearless (20) |
| XP VALUE: | 130,000 |
Portfolio: Tanar’ri lord of unfettered ambition, posturing, raw power
Yartuniu is one of the few Abyssal lords that actually worked his way all the way up the ranks. Manes, 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. Better believe this blood Thinks Big. 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.
I was imprisoned by Yartuniu a while ago. He was the ugliest son of a tanar’ri I’ve ever seen. Looks like a cross between an orc, roper, and balor. Not only that, but I saw him single-handedly take town an entire baatezu legion, led by a few pit fiends! Yeah, I said a few, not one. Yartuniu aspires to be a power I suppose. I think he has a few ties to the Doomguard.
— Krainius Talfar, Tiefling Mercenary

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 a longsword +1, +3 vs. regenerating creatures (enchanted on the Prime 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)…
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 the Castle of Hurfnag, an enormous construction with slobbering tentacles that wanders seemingly at random throughout the layers of the Abyss. Within the castle’s courtyard is a herd of stench kows that the inhabitants keep for food; you can imagine the smell of the place. They graze around in the inner courtyard of the castle. Yartuniu also maintians a harem of succubi and mariliths who are taskes with keeping him entertained. His offspring are bar-lgura, and they’re press-ganged into defending the castle as soon as they are able to stand on two feet and hold a weapon.
ECOLOGY: There is no ecology here, the Castle Hurfnag doesn’t stay in one place long enough to have any lasting impact on the local area, although it dumps any rubbish and stench kow dung before it takes off for a new location. When Yartuniu tires of the distinctive flavour of stench kow, he’ll eat one of the prisoners from the castle’s dungeons instead. These poor sods are kidnapped from the local area by bar-lgura, or planewalkers picked up in the Abyss who somehow mistake the keep for somewhere safe to kip. Chant goes that deep within the bowels of the catle there’s a spectacular treasure horde filled with all manner of magical trinkets. Yartuniu is something of a hoarder and throws anything stolen from his victims down there. Finding something useful amidst all of the junk though, that’s going to take some time.
Source: Gothenem

