Bahairim Missionary

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Bahairim Missionary (CR 8)

Pure Evil - Medium - Construct (Outsider)
Lore: Know (Arcana)
18 33
Basic DC Full DC
Initiative
Initiative Icon 2.png
15
Perception:
26 +16
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
26
Man Def
Shield Icon 3.png
25
Monster Health
146 73 13
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +10
Refl: +5
Will: +10

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+13
Sword Icon 3.png
Man Off
+13
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Flensing Scalpel +13 (2d8+6/19-20 x2)
    as slashing (physical, common)
    plus: Penitence of the Unworthy

Full Attack (Melee):

  • 3x Flensing Scalpel +13 (2d8+6/19-20 x2)
    as slashing (physical, common)
    plus: Penitence of the Unworthy

Standard Attack (Ranged):

  • 1x Sliver of Pain +13 (2d8+6/19-20 x2)
    as piercing (physical, common)
    (Increment: 30 ft.; Max Range: 90 ft.)
    plus Contrition

Full Attack (Ranged):

  • 3x Sliver of Pain +13 (2d8+6/19-20 x2)
    as piercing (physical, common)
    (Increment: 30 ft.; Max Range: 90 ft.)
    plus Contrition

Siege Damage: Not siege capable

Statistics

14
STR
16
DEX
20
CON
16
INT
18
WIS
14
CHA

Skills:

Languages: Common, Infernal, Phlethegor

Feats:

Special Abilities

Penitence of the Unworthy (Su) Automatic after first successful melee attack 1/Rnd

The first time each round that a Bahairim successfully hits an enemy with a melee attack, that enemy must make a Will save, DC 19, or become Cloistered. Those who succeed Suffer no effect. If a bahairim hits a Cloistered foe a second time, they are automatically Displaced. While pushed into this meta-space between dimensions, creatures are forced to think about their failure to embrace the true religion of the Book of Silence, and are beset by tortures. Time seems to pass faster here, and the Bahairim peel their weaknesses and insecurities from their flesh during this time.

Contrition (Su) Automatic after successful ranged attack

Any enemy successfully struck by a ranged attack must make a Will save, DC 19, or be pulled up to 1d3 squares closer to the Bahairim as forced movement, and become Prone. Creatures who succeed on the saving throw are pulled half this distance and become Quelled instead. As forced movement, creatures can voluntarily fall Prone at any point prior or during the movement, to immediately end it.

Spell Resistance (Ex) Automatic

Bahairim have spell resistance, making them very difficult to affect with magic, especially considering their Construct nature. Any caster attempting to cast a spell which targets or affects a Bahairim must first make a Caster Check versus their Maneuver Defense (DC 25). If this check is failed, the spell is cast (used up) but does nothing to the Bahairim. Of course, any spell which is not subject to spell resistance can bypass this ability.

Bahairim Missionary

Bahairim Missionary

Carry the burden of Woe to the Unbeliever. Preach the Gospel of Agony. Scrape the Disbelief, tear the marrow, crack teeth and salt eyes. The message of pain and woe are the meat and drink of the Bahairim Missionaries, and these terrible things are tireless in their advocacy for the awful.

The origins of Bahairim are uncertain, but their interactions with Duergar are well-known. Bahairim might be a form of devil, administering penitence to those they perceive to have sinned in order to bring about enlightenment. They may be undead or constructs, as indicated by their nearly indestructible bodies, and implacable desire to torture their victims. Their existence within this reality seems transient and alien, suggesting they might be outsiders or aberrations from the outer planes. Their exact nature seems malleable and temporal. Nonetheless, they are known to visit the Prime Material, to identify with the religious zeal of the Duergar, and to ruthlessly execute some twisted notion of penitence upon those they deem unfit to join their brotherhood.

Bahairim are highly resistant to magic, but employ magic themselves, attacking the minds of their victims to coerce them into a more correct way of thinking. Their abilities are more powerful in melee than ranged, but their ranged abilities seem designed to draw non-believers closer, so that proper instruction can be given.

Combat Tactics

Bahairim, though highly intelligent, are relatively straightforward combatants. They will use their ranged attacks to draw opponents closer, only spreading out their full ranged attack to multiple targets if their first target is slid to an adjacent space (or within 5 feet). They will make full melee attacks against adjacent opponents, and continue until their foes foall into the silent embrace of an unworthy death.

In the event that they encounter an enemy who is clearly more powerful than them, they will ensure that any adjacent enemies are Quelled, Prone, Cloistered, or Displaced and then retreat. They hold little value for their own lives, but know that defeat will not instill the proper faith in their victims, so they will withdraw to proselytize another day, if necessary.

Out of Combat

All Bahairim are dogmatic in their belief of the Book of Silence, and are vehement in their proselytizing of their faith to all they encounter. Bahairim Missionary's are simply even more zealous than most. When not engaged in combat with non-believers, they are helping the Duergar achieve new levels of their own faith, either through patient teaching, or through more direct interventions. Bahairim seem to be agents of whatever dark god is associated with the Book of Silence, and serve the will of this being absolutely.

Rewards

XP: 4,800

Treasure: Sellable Goods worth 3,875 gp.

Weight: 80 lbs.     Volume: 3.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)