The teeming hordes of bar-lgura are tanar'ri, demonic creatures of the Abyss who vaguely resemble orangutans. Their behavior does not resemble that of like creatures however, for while low in intelligence they are high in mercurial spite, inflicting their rage on anything in their path.
Tanar'ri Physique: the bar-lgura are a breed of tanar'ri that are almost animal-like in intelligence. They are among the more powerful of lesser tanar'ri, and wield considerable supernatural powers of a demonic sort. Bar-lgura possess these tanar'ric capabilities:
* Darkness: all tanar'ri have the ability to share the inherent darkness of their very souls with the world at large. This rudimentary power functions at but rank value 4, but basically 'blacks out' the sector a bar-lgura currently occupies (it works within Near range).
* Damage Reduction / Cold and Magic Attacks: though they are not immune to the effects of cold or magic, bar-lgura are considerably resistant to these attack forms. When exposed to any such damage, a bar-lgura may reduce its intensity by 2 RS - before any other defenses apply.
* Dimensional Transit: in addition to being able to teleport, tanar'ri can transition themselves between planes of existence. They may do so with rank value 10 ability, though on a failed ACT roll dimensionally transiting tanar'ri may be subject to error, per a failed teleport. *
* Infravision: many of the Abyss' countless layers are dark beyond mortal ken, and have never seen the light (physically or otherwise). As such, all tanar'ri have evolved the ability to see by heat as well as by visible light, and can do so with rank value 10 ability.
* Invulnerability to Fire, Electricity, Heat, and Poison: the tanar'ri are hardy creatures - they have to be to survive at all in the endless, horrific wastes of the Abyss. Their forms have evolved over time to give them complete immunity to fire, electricity, heat, and poison.
* Portal Sense: planar beings all, bar-lgura have the ability to perceive the various rifts that dot the planescape of the multiverse. Most of these doorways are invisible to the naked eye, but all bar-lgura can spy them with ease, doing so with rank value 20 ability.
* Telepathy: almost all tanar'ri are able to communicate directly from mind to mind - a vital skill when so few speak the same tongue. They can usually broadcast and receive thoughts with rank value 6 skill, enough to get their point across when necessary.
* Teleportation: chaotic creatures all, the tanar'ri can bend space itself to their will. All tanar'ri possess the power to teleport with rank value 30 ability, and can avoid teleportation's usual side effects while transporting themselves within the same plane of existence. *
Annulment: in addition to their considerable magic resistance, a bar-lgura has the ability to completely dispel magic in its vicinity as well. Functioning at rank value 6, this spell-like power allows them to easily counter weaker magic used against them.
Blending: bar-lgura have the ability to alter their normally brilliant coloration in order to blend in with that of their surroundings. They may blend with rank value 20 ability, allowing them to easily hide from, as well as ambush, anyone in their area.
Claws: bar-lgura have several means with which to directly attack the world. The first such weapons are their long, sharp nails which extend from their six fingers, which they can use together to inflict Slashing damage in melee.
Disguise: this spell-like power allows the bar-lgura to superficially change their appearance. They may assume the form of any humanoid being, regardless of gender or other qualities, as long as they remain the same approximate size (no size change greater than 50 percent).
Emotion Control / Fear: a bar-lgura may, upon touching a foe, inflict great fear upon them. This requires they make successful contact in melee, at which point the target must pass a Willpower ACT roll against rank value 30 or quiver in fear (or flee) for 1d100 turns.
Fangs: like their claws, bar-lgura are often more than ready to wield these physical weapons against anyone and anything that they see. These needle-like teeth inflict the same damage as a bar-lgura's claws, their Brawn value in Slashing damage, but are even more disgusting.
Invisibility: twice a day, a bar-lgura may render itself completely invisible to conventional light. While this generally avails them naught against other tanar'ri, the bar-lgura can use this power to devastating effect against mere mortals trapped in the Abyss.
Nonapparent Vision: the bar-lgura have a limited form of this power, which allows them to perceive items that have been rendered invisible to conventional light spectra. This power works at rank value 10, complementing their infravision quite nicely.
Plant Control: all bar-lgura possess a limited form of this power, which lets them induce rapid growth into all foliage within their vicinity. This power functions at rank value 6 and on the Near range table, thus covering all plants within two sectors of the bar-lgura.
Summoning: once per day, bar-lgura may summon forth more of their kind. This rank value 6 power draws forth two bar-lgura on a red ACT roll, four bar-lgura on a blue ACT, and six bar-lgura on a yellow ACT roll - any of which can save their hides in a pinch.
Super Jumping: bar-lgura possess a frightening ability to spring great distances at a moment's notice. They can jump with Incredible (40) ability, often moving over 30 feet in a single leap. Similarly, they can leap up 22.5 feet, or down 60 feet.
Telekinesis: though rather dim-witted and cowardly, the bar-lgura may nonetheless impose their desires upon objects in their vicinity. They may only do so with rank value 6 ability, but this allows the creatures to move 200 lbs of matter just by thinking about it!
Limitations / Enhancements:
Susceptibility: like all tanar'ri, bar-lgura are weak against the use of cold-wrought iron weapons, as well as holy water and weapons. Their supernatural defenses are ineffective against such assaults, which inflict at least a quarter of their maximum Health in damage.
Unattractive: bar-lgura are ugly, misshapen creatures. Resembling large orangutans, they possess a grayish-brown skin beneath a deep red and brown layer of fur, though both are usually matted with dirt and filth. They suffer a -2 RS to NPC reaction rolls among non-bar-lgura.
Stealth: bar-lgura are well-versed in the fine art of not being noticed. On top of their blending ability, they can easily move quietly through almost any terrain, inflicting a -1 RS penalty against anyone trying to notice or track them while on the move.
Almost bestial, the bar-lgura prefer 'guerrilla' tactics, and engage in such against foes when possible. They have a pack mentality, and usually prefer to gang up on a target as opposed to engaging in a fair fight. They get along well for tanar'ri, at least amongst their own kind.
As tall as they are wide, a bar-lgura is as comfortable walking upright as it is on all fours, though in order to make one of its legendary leaps, it requires all four limbs for propulsion.
Bar-lgura are large, solid humanoids, resembling an orangutan of brilliant hue. While their flesh is grayish brown, their fur is often a bright red-brown in coloration. They possess wicked claws on their six digits, along with nasty fangs, and generally bear a blank, vacant stare.
The bar-lgura tend to avoid the day to day happenings in the Abyss, preferring to live amongst themselves if they can get away with it. They often inhabit jungle environs - which suit their capabilities well - and occasionally form their own tribal governments when no one is paying attention.
Bar-lgura can come about when lesser tanar'ri ascend to this state of being, or more often as a result of breeding; more social than most tanar'ri amongst their own kind, the bar-lgura breed with some frequency. Of course, like all lesser tanar'ri, they can spontaneously manifest in the Abyss.
Not that this happens all that often, mind you.
* Depending on which version of the Planescape lore you wish to use, the bar-lgura (along with the rest of the tanar'ri) may not have access to these powers any longer, having lost them due to yugoloth meddling. Their presence is at the discretion of the individual Gamemaster.