Molydeus (Tanar'ri) 
	Large Outsider (Choatic, Evil)	
Hit Dice:	12d8+60 (114 hp)	
Initiative:	+7 (+3 Dex, +4 feat)	
Speed:	40 ft.	
AC:	30 (-1 size, +18 natural, +3 dex)	
Attacks:	+5 Huge Vorpal Dancing Greataxe +24/+19/+14; or Doghead Bite +19, Snake Bite +14	
Damage:	+5 Huge Vorpal Dancing Greataxe 2d8+17; or Doghead Bite 2d6+8, Snakehead Bite 1d6+4	
Face/Reach:	5 ft. by 5 ft./10 ft.	
Special Attacks:	Poison, Spell-like abilities, summon tanar'ri	
Special Qualities:	Damage reduction 30/+3, fear immunity, SR 30, tanar'ri qualities, uncanny dodge	
Saves:	Fort +13, Refl +11, Will +12	
Abilities:	Str 26, Dex 16, Con 20, Int 16, Wis 18, cha 16	
Skills:	Climb +23, Concentration +20, Jump +20, Listen +29, Search +18, Sense Motive +19, Spellcraft +18, Spot +29, Swim +23	
Feats:	Cleave, Great Cleave, Improved Initiative, Power Attack	
Climate/Terrain:	Any land or underground	
Organization:	Solitary	
Challenge Rating:	18	
Treasure:	Standard, plus +5 vorpal dancing greataxe	
Alignment:	Always chaotic evil	
Advancement Range:	13-19 HD (Large); 20-40 HD (Huge)	
Molydei are chilling to behold. These great creatures appear as powerful, muscular humanoids with dark red skin. In all respects, they could be mistaken for giant red men, but their gruesome heads instantly betray them. One head is that of a large, snarling dog and is constantly alert and missing nothing that goes on around it. The other head is that of a snake, long and prehensile, often observing what goes behind the molydeus. Molydei carry huge two-headed battle axes that are extremely ornate. The molydeus is typically 12 ft. tall and weights 1,600 pounds. 
The molydei are the greatest enigma in the Abyss, they are a sort of police. Molydei wander the layers of the Abyss and search for tanar'ri that stray from the cause of the Blood War. They are a political patrol that report directly to the balors themselves. Of course, even the mighty balors are not above reproach and the molydei would turn against one if it strays from the cause. These creatures only exist to serve the cause. They have no loyalty towards any tanar'ri and would readily destroy any of them at the slightest sign of infidelity. 
Combat 
The molydeus is a potent fighter. They attack fearlessly, and it is nearly unheard of for one of them to retreat from battle. 
   Spell-like Abilities: At will- Animate Objects, Command, Blindness/deafness, charm person or animal, evard's black tentacles, fear, improved invisibility, polymorph other, sleep, suggestion, vampiric touch; 7/day- lightning bolt. These abilities are as the spells cast by a 18th-level sorcerer (save DC 13 + spell level). The following spells are always active on the molydeus' person, as the spell cast by a 18th-level sorcerer: detect thoughts and true seeing. They can be dispelled, but the molydeus can reactivate them as a free action. 
   Poison (Ex): The snakehead injects a powerful venom that causes the victim to transform into a manes in 1d6 turns if a fortitude save fails. A neutralize poison spell followed by remove curse will eliminate the poison. However, once turned into a manes, the victim is irrevocably lost to any means short of divine intervention or a very carefully worded wish. 
   Fear Immunity (Ex): Molydeus have an extraordinate immunity to fear. 
   Tanar'ri Qualities (Ex): Tanar'ri are immune to poison and electricity. They have cold, fire, acid resistance 20. Tanar'ri can communicate telepathically with any creature within 100 feet that has a language. 
   Uncanny Dodge (Ex): Molydei are never caught flat-footed and cannot be flanked. 
   Vorpal Dancing Sword (Su): Huge twohanded weapon. Upon a successful critical hit, the weapon servers the head of those it strikes. The weapon can be loosed (requiring a standard action) to attacks on its own for 4 rounds using the molydei base attack adjustment. When a molydeus is slain, it axe disappears. The only way of getting one of the powerful weapons is to take one from a living molydeus. A molydeus will not rest until it recovers its weapon, stalking the thief day and night without end until the axe is recovered and the thief is horribly killed. 
   Skills: Molydeus are extremely hard to surprise due to their two ever watchful heads, they receive a +10 racial bonus to Listen and Spot checks. 
The Molydeus for the 3rd edition! By Arnout Sas famsas@kabelfoon.nl http://www.dndfiles.com