Bahairim Missionary: Difference between revisions

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   }}</onlyinclude>
   }}</onlyinclude>


| Min-CR = 6
| Min-CR = 5
| Max-CR = 14
| Max-CR = 40
   <!-- Use to define the range of CR's this monster may be moved up and down in the Million Monster Machine.  
   <!-- Use to define the range of CR's this monster may be moved up and down in the Million Monster Machine.  
         Default is lower by two CR's, and upward by 5 CR's. Should never lower a CR below 1, or raise it above 40. -->
         Default is lower by two CR's, and upward by 5 CR's. Should never lower a CR below 1, or raise it above 40. -->
Line 17: Line 17:


| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Bahairim_01.jpg
| Image | bahairim_1.png
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
   <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->
   }}</onlyinclude>
   }}</onlyinclude>
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| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description |  
| Description | 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.
   }}</onlyinclude>
   }}</onlyinclude>


| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Lawful Evil
| Alignment | Pure Evil
   <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
   <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
   }}</onlyinclude>
   }}</onlyinclude>
Line 79: Line 83:


| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Outsider
| Type | Construct
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Devil
| Subtype | Outsider
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin
         If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
         If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
Line 110: Line 114:




| NudgeBasicLoreValue = 3
| NudgeBasicLoreValue = +2
   <!-- This field lets you alter the DC of the basic knowledge check for this monster
   <!-- This field lets you alter the DC of the basic knowledge check for this monster
         Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
         Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeFullLoreValue = 3
| NudgeFullLoreValue = +2
   <!-- This field lets you alter the DC of the full knowledge check for this monster
   <!-- This field lets you alter the DC of the full knowledge check for this monster
         Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
         Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
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| NudgeInit =  
| NudgeInit = +2
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


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   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
         or leave blank if the monster doesn't possess the sense in question.            -->
         or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range =  
| Sense-Darkvision-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 20|1 = 30|2 = 40|3 = 50|4 = 60|5 = 80|6 = 100|7 = 120|8 = 150}}
| Sense-Heartsight-Range =  
| Sense-Heartsight-Range =  
| Sense-Keen-Hearing-Range =  
| Sense-Keen-Hearing-Range =  
Line 162: Line 166:
| Senses-Custom-Text =  
| Senses-Custom-Text =  


| NudgePerception =  
| NudgePerception = +3
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| NudgeAC =  
| NudgeAC = +1
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


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| Fort = S
| Fort = S
| Refl =  
| Refl =  
| Will =  
| Will = S
   <!-- Values: S (for Strong save), leave blank for Weak save
   <!-- Values: S (for Strong save), leave blank for Weak save
         * Most monsters have 1 strong save and 2 weak saves
         * Most monsters have 1 strong save and 2 weak saves
Line 228: Line 232:
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
         if they don't have that movement type, leave it blank                    -->
         if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed =  
| Move-Type-Walk-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 30|1 = 40|2 = 50|3 = 60|4 = 70|5 = 80|6 = 100|7 = 120|8 = 150}}
| Move-Type-Burrowing-Speed =  
| Move-Type-Burrowing-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Tunneling-Speed =  
Line 256: Line 260:
         NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
         NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = |4 = +1|5 = +1|6 = +1|7 = +2|8 = +2}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
         NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
         NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
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<!--  GENERAL ATTACK INFORMATION  -->
<!--  GENERAL ATTACK INFORMATION  -->


| MeleeOrNatural = Natural
| MeleeOrNatural = Melee
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->


Line 272: Line 276:
<!--  PRIMARY ATTACK INFORMATION  -->
<!--  PRIMARY ATTACK INFORMATION  -->


| PriAtkName =  
| PriAtkName = Flensing Scalpel
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


| Pri-Atk-Dmg-Type =  
| Pri-Atk-Dmg-Type = slashing
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| PriAtkNotes =  
| PriAtkNotes = '''plus:''' Penitence of the Unworthy
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


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<!--  RANGED ATTACK INFORMATION  -->
<!--  RANGED ATTACK INFORMATION  -->


| RangedAtkName =  
| RangedAtkName = Sliver of Pain
   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->


| HasRangedFullAttack =  
| HasRangedFullAttack = Y
   <!-- Values: Y (for yes), or leave blank (for no) -->
   <!-- Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIncrementDistance =  
| RangedAtkIncrementDistance = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 20|1 = 30|2 = 40|3 = 50|4 = 60|5 = 80|6 = 100|7 = 120|8 = 150}}
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


| RangedAtkNumberOfIncrements =  
| RangedAtkNumberOfIncrements = 3
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| Ranged-Atk-Dmg-Type =  
| Ranged-Atk-Dmg-Type = piercing
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| RangedAtkNotes =  
| RangedAtkNotes = '''plus''' Contrition
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


Line 581: Line 585:
<!--  ABILITY SCORES  -->
<!--  ABILITY SCORES  -->
<!--  Values: Numbers only!  If the monster doesn't have an INT or CON score, just put "0" (without the quotes) -->
<!--  Values: Numbers only!  If the monster doesn't have an INT or CON score, just put "0" (without the quotes) -->
| Str =  
| Str = 14
| Dex =  
| Dex = 16
| Con =  
| Con = 20
| Int =  
| Int = 16
| Wis =  
| Wis = 18
| Cha =  
| Cha = 14




Line 600: Line 604:
<!--  SKILLS  -->
<!--  SKILLS  -->


| Skill1 =  
| Skill1 = Diplomacy
| Skill2 =  
| Skill2 = Bluff
| Skill3 =  
| Skill3 = Sense Motive
| Skill4 =  
| Skill4 =  
| Skill5 =  
| Skill5 =  
Line 623: Line 627:
<!--  LANGUAGES  -->
<!--  LANGUAGES  -->


| Languages =  
| Languages = Common, Infernal, Phlethegor
   <!-- Comma-separated list -->
   <!-- Comma-separated list -->


Line 687: Line 691:
<!--  SPECIAL ABILITY 1  -->
<!--  SPECIAL ABILITY 1  -->


| Ability-1-Name =  
| Ability-1-Name = Penitence of the Unworthy


| Ability-1-Type =  
| Ability-1-Type = Su
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->


| Ability-1-Action-Required =  
| Ability-1-Action-Required = Automatic after first successful melee attack 1/Rnd
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
Line 699: Line 703:
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description =  
| Ability-1-Description = The first time each round that a Bahairim successfully hits an enemy with a melee attack, that enemy must make a Will save, DC {{Save-DC}}, or become [[Cloistered]].  Those who succeed Suffer no effect. If a bahairim hots a [[Cloistered]] 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.


   <!-- Replace any to-hit, damage or save DC numbers with variables:
   <!-- Replace any to-hit, damage or save DC numbers with variables:
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<!--  SPECIAL ABILITY 2  -->
<!--  SPECIAL ABILITY 2  -->


| Ability-2-Name =  
| Ability-2-Name = Contrition


| Ability-2-Type =  
| Ability-2-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-2-Action-Required =  
| Ability-2-Action-Required = Automatic after successful ranged attack
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
Line 742: Line 746:
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description =  
| Ability-2-Description = Any enemy successfully struck by a ranged attack must make a Will save, DC {{Save-DC}}, or be pulled up to {{Ability-Dmg}} 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.


   <!-- Replace any to-hit, damage or save DC numbers with variables:
   <!-- Replace any to-hit, damage or save DC numbers with variables:
Line 1,079: Line 1,083:
         Threat, or Villain role.  All other times, it will be invisible.                    -->
         Threat, or Villain role.  All other times, it will be invisible.                    -->


| Role-Only--Replace-Rez-Power--Name =  
| Role-Only--Replace-Rez-Power--Name = Pitiless Dogma


| Role-Only--Replace-Rez-Power--Type =  
| Role-Only--Replace-Rez-Power--Type = Su
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| Role-Only--Replace-Rez-Power--Action-Required =  
| Role-Only--Replace-Rez-Power--Action-Required = Auto Upon Death
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
Line 1,092: Line 1,096:
         auto-detect Combat Casting and include it                                          -->
         auto-detect Combat Casting and include it                                          -->


| Role-Only--Replace-Rez-Power--Description =  
| Role-Only--Replace-Rez-Power--Description = The first time the Bahairim Missionary is reduced to zero or fewer hit points, it is not slain.  Instead, any conditions it is currently suffering under are immediately ended, and it becomes immune to all damage and effects until the start of its next turn.  During this time, it lies on the ground in a crumpled heap, unable to respond to anything around it.
 
At the start of its next turn, the Bahairim Missionary vanishes from its space and reappears adjacent to any enemy creature.  The Bahairim is immediately restored to half its hit points ({{Bloodied-Hit-Points}} hit points), and may use its 'Flensing Scalpel" melee attack against all targets in it's reach, rolling to-hit and damage seperately for each. Hit or miss, the Bahairim's "Penitence of the Unworthy" ability automatically triggers against all targets within its reach as a free action, forcing all targets to make a will save or become [[Displaced]] or [[Cloistered]]. After this is resolved, it may take its full turn as normal.


     <!-- Replace any to-hit, damage or save DC numbers with variables:
     <!-- Replace any to-hit, damage or save DC numbers with variables:
Line 1,524: Line 1,531:
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics =  
| CombatTactics = 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.




Line 1,530: Line 1,539:
<!--  OUT OF COMBAT  -->
<!--  OUT OF COMBAT  -->


| OutOfCombat =  
| OutOfCombat = 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.





Revision as of 20:58, 11 February 2023

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 hots a Cloistered 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.

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)