Bahairim Sadist: Difference between revisions

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m (Text replacement - " Example: "Common Red Dragon" --> }}</onlyinclude> | Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}" to " Example: "[[Common Red...)
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Tag: Manual revert
 
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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 7
| Max-CR = 23


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Heavy
| Role | Heavy
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Slirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
   }}</onlyinclude>
   }}</onlyinclude>


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| Restrict-Role-Skirmisher = Y
| Restrict-Role-Skirmisher = Y
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Flay the skin, and crack the bones. Peel the eyes, and pull the nails. It is only through suffering that understanding can be achieved. Thus are the Bahairim motivated.  Bahairim believe themselves to be agents of ascendance and instruction, but only through the instruments of pain and anguish.
| Description | '''''This monster frequently has the Heavy role, but may be set to other roles if desired.'''''


: 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.
Flay the skin, and crack the bones. Peel the eyes, and pull the nails. It is only through suffering that understanding can be achieved. Thus are the Bahairim motivated.  Bahairim believe themselves to be agents of ascendance and instruction, but only through the instruments of pain and anguish.
 
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>


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| 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, Swarm, Troop, 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 | Aberration
| Subtype | Outsider
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, 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
         If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
         If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
Line 92: Line 99:


| Subtype2=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype2}}}
| Subtype2=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype2}}}
| Subtype2 |  
| Subtype2 | Devil
   }}</onlyinclude>
   }}</onlyinclude>


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         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 =  
| Sense-Heartsight-Range = 120
| Sense-Heartsight-Range =  
| Sense-Keen-Hearing-Range =  
| Sense-Keen-Hearing-Range =  
| Sense-Precise-Hearing-Range =  
| Sense-Precise-Hearing-Range =  
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| Sense-Cloudsense-Range =  
| Sense-Cloudsense-Range =  
| Sense-Lifesense-Range =  
| Sense-Lifesense-Range =  
| Sense-Mindsense-Range =  
| Sense-Mindsense-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-Tremorsense-Range =  
| Sense-Tremorsense-Range =  
| Sense-Watersense-Range =  
| Sense-Watersense-Range =  
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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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| Move-Type-Brachiating-Speed =  
| Move-Type-Brachiating-Speed =  
| Move-Type-Vaulting-Speed =  
| Move-Type-Vaulting-Speed =  
| Move-Type-Hover-Speed = 40
| Move-Type-Hover-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-Lesser-Flight-Speed =  
| Move-Type-Lesser-Flight-Speed =  
| Move-Type-Greater-Flight-Speed =  
| Move-Type-Greater-Flight-Speed =  
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         NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
         NOTE: If type or subtype is "Troop", the space will 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 type or subtype is "Swarm", the reach will default to 0 ft.
         NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.
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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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   <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
   <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->


| Nudge-Maneuver-Defense = +3
| Nudge-Maneuver-Defense = +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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<!--  LANGUAGES  -->
<!--  LANGUAGES  -->


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




<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->
<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->


<!--  AVAILABLE VARIABLES
<!--  AVAILABLE VARIABLES
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| Ability-1-Type = Su
| 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 = 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
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
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| Ability-2-Type = Su
| 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 = Automatic after successful ranged attack
  <!-- 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.        -->


| Ability-2-Concentration =  
| Ability-2-Concentration =  
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| Ability-3-Type = Sp
| Ability-3-Type = Sp
   <!--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-3-Action-Required = Swift action 1/Rnd
  <!-- 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.        -->


| Ability-3-Concentration =  
| Ability-3-Concentration =  
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| Ability-3-Description = Once per round as a swift action, the Bahairim can cast a spell which draws a [[Cloistered]] or [[Displaced]] victim into an illusory reality in which the Bahairim slowly tortures them, breaking down their resistances, and teaching them the right way to think.  Target creatures may make a Will save versus a DC of {{Save-DC}}.  Those who fail suffer {{Special-Standard-Dmg}} of {{dmg|Psychic}} damage, and suffer a -2 penalty to their Will saves for the next 24 hours (this can be cured with a [[Restoration (Cleric Spell)|Restoration]] spell or equivalent ability).  Those who succeed on the save suffer only half damage, and only a -1 penalty to their Will saves for the next 24 hours.
| Ability-3-Description = Once per round as a swift action, the Bahairim can cast a spell which draws a [[Cloistered]] or [[Displaced]] victim into an illusory reality in which the Bahairim slowly tortures them, breaking down their resistances, and teaching them the right way to think.  Target creatures may make a Will save versus a DC of {{Save-DC}}.  Those who fail suffer {{Special-Standard-Dmg}} of {{dmg|Psychic}} damage, and suffer a -2 penalty to their Will saves for the next 24 hours (this can be cured with a [[Restoration (Cleric Spell)|Restoration]] spell or equivalent ability).  Those who succeed on the save suffer only half damage, and only a -1 penalty to their Will saves for the next 24 hours.


: Penalties to Will saves caused by Peel the Eyes, Pull the Nails are cumulative, as is the damage it causes.   
Penalties to Will saves caused by Peel the Eyes, Pull the Nails are cumulative, as is the damage it causes.   


: Because it is a swift action to cast, casting this spell-like ability does not provoke attacks of opportunity.
Because it is a swift action to cast, casting this spell-like ability does not provoke attacks of opportunity.


: This ability can only be used against an enemy who is [[Cloistered]] or [[Displaced]].   
This ability can only be used against an enemy who is [[Cloistered]] or [[Displaced]].   


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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-->
-->
<!--  SPECIAL ABILITY 4  -->
<!--  SPECIAL ABILITY 4  -->


| Ability-4-Name = Spell Resistance
| Ability-4-Name = Spell Resistance


| Ability-4-Type = Su
| Ability-4-Type = Ex
   <!--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-4-Action-Required = Automatic
  <!-- 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.        -->


| Ability-4-Concentration =  
| Ability-4-Concentration =  
   <!--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-4-Description = This creature has spell resistance.  In order to affect them with a spell or spell-like ability, the caster must first make a [[Caster Check]] versus the creature's [[Maneuver Defense]] value ({{Maneuver-Defense|n=+3}}).  If the check is successful, the spell or spell-like ability is resolved as normalIf the caster check fails, the spell is cast, but does not affect the creature in any way.
| Ability-4-Description = Bahairim have spell resistance, making them very difficult to affect with magic, espeicially considering their Construct natureAny caster attempting to cast a spell which targets or affects a Bahairim must first make a [[Caster Check]] versus their Maneuver Defense (DC {{Maneuver-Defense}}).  If this check is failed, the spell is cast (used up) but does nothing to the BahairimOf course, any spell which is not subject to spell resistance can bypass this ability.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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<!--  SPECIAL ABILITY 5  -->
<!--  SPECIAL ABILITY 5  -->


| Ability-5-Name = Pitiless Dogma
| Ability-5-Name =  


| Ability-5-Type = Su
| Ability-5-Type =  
   <!--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-5-Action-Required =
  <!-- 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.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
   <!--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-5-Description = The first time the Bahairim Sadist 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.
| Ability-5-Description =  
 
: At the start of its next turn, the Bahairim Sadist vanishes from its space and reappears adjacent to any creature in the encounter which has suffered injury (has less than its maximum hit points).  The bahairim is immediately restored to half its hit points ({{Bloodied-Hit-Points}} hit points), and may use its Peel the Eyes, Pull the Nails ability against all targets within its reach as a free action, even if those targets are not [[Cloistered]] or [[Displaced]]. After this is resolved, it may take its full turn as normal.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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| Ability-6-Type =  
| Ability-6-Type =  
   <!--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-6-Action-Required =
  <!-- 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.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
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| Ability-7-Type =  
| Ability-7-Type =  
   <!--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-7-Action-Required =
  <!-- 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.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
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| Ability-8-Type =  
| Ability-8-Type =  
   <!--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-8-Action-Required =
  <!-- 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.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
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| Ability-9-Type =  
| Ability-9-Type =  
   <!--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-9-Action-Required =
  <!-- 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.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
Line 1,032: Line 1,058:


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
| Role-Only--Replace-Rez-Power--Name = Pitiless Dogma
| Role-Only--Replace-Rez-Power--Type = Su
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| 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
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Rez-Power--Description = The first time the Bahairim Sadist 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 Sadist vanishes from its space and reappears adjacent to any creature in the encounter which has suffered injury (has less than its maximum hit points).  The bahairim is immediately restored to half its hit points ({{Bloodied-Hit-Points}} hit points), and may use its Peel the Eyes, Pull the Nails ability against all targets within its reach as a free action, even if those targets are not [[Cloistered]] or [[Displaced]]. After this is resolved, it may take its full turn as normal.
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
| Role-Only--Add-Killer-Power--Name =
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- 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.        -->
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Killer-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
| Role-Only--Replace-Leader-Power--Name =
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- 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.        -->
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Leader-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
| Role-Only--Replace-Legend-Power--Name =
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- 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.        -->
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Legend-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
| Role-Only--Replace-Minion-Power--Name =
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- 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.        -->
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Minion-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
| Role-Only--Replace-Shooter-Power--Name =
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- 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.        -->
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Shooter-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
| Role-Only--Add-Skirmisher-Power--Name =
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- 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.        -->
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Skirmisher-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
| Role-Only--Replace-Sneak-Power--Name =
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- 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.        -->
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Sneak-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- 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.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
Line 1,062: Line 1,548:
| CombatTactics = Bahairim, though highly intelligent, are relatively straightforward combatants.  They will use their Didactic Stare 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 use Peel the Eyes, Pull the Nails to further emphasize the errors of their enemy's ways each round.
| CombatTactics = Bahairim, though highly intelligent, are relatively straightforward combatants.  They will use their Didactic Stare 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 use Peel the Eyes, Pull the Nails to further emphasize the errors of their enemy's ways each round.


:In the event that they encounter an enemy who is clearly more powerful than them, they will ensure that any adjacent enemies are [[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.
In the event that they encounter an enemy who is clearly more powerful than them, they will ensure that any adjacent enemies are [[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   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Bahairim are dogmatic in their belief of the Book of Silence, and are vehement in their proselytizing of their faith to all they encounter.  When not engaged in combat with non-believers, they are helping the Duargar 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.
| OutOfCombat = Bahairim are dogmatic in their belief of the Book of Silence, and are vehement in their proselytizing of their faith to all they encounter.  When not engaged in combat with non-believers, they are helping the Duargar 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.

Latest revision as of 21:15, 11 February 2023

Bahairim Sadist (HeavyCR 18)

Pure Evil - Medium - Construct (Outsider, Devil)
Lore: Know (Arcana)
38 53
Basic DC Full DC
Initiative
Initiative Icon 2.png
30
Perception:
44 +34
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
44
Man Def
Shield Icon 3.png
43
Monster Health
1,494 747 34
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +20
Refl: +15
Will: +20

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+27
Sword Icon 3.png
Man Off
+30
Sword Icon 3.png
Action
1
Points

Standard Attack (Melee):

  • 2x Flensing Scalpel +27 (5d8+26/19-20 x2)
    as slashing (physical, common)
    plus: Penitence of the Unworthy

Full Attack (Melee):

  • 4x Flensing Scalpel +27 (5d8+26/19-20 x2)
    as slashing (physical, common)
    plus: Penitence of the Unworthy

Standard Attack (Ranged):

  • 2x Didactic Stare +31 vs. AC (always hits on a 17+ on the die) (5d8+26/19-20 x2)
    as psychic (energy, uncommon)
    (Increment: 40 ft.; Max Range: 200 ft.)
    plus: Contrition

Full Attack (Ranged):

  • 4x Didactic Stare +31 vs. AC (always hits on a 17+ on the die) (5d8+26/19-20 x2)
    as psychic (energy, uncommon)
    (Increment: 40 ft.; Max Range: 200 ft.)
    plus: Contrition

Siege Damage: Not siege capable

Statistics

14
STR
21
DEX
18
CON
22
INT
25
WIS
16
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 28, or become Displaced. Those who succeed are instead Cloistered. 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 28, or be pulled up to 1d4+1 squares closer to the Bahairim as forced movement, and become Splayed. Creatures who succeed on the saving throw are pulled half this distance and Quelled. As forced movement, creatures can voluntarily fall Prone at any point prior or during the movement, to immediately end it.

Peel the Eyes, Pull the Nails (Sp) Swift action 1/Rnd

Once per round as a swift action, the Bahairim can cast a spell which draws a Cloistered or Displaced victim into an illusory reality in which the Bahairim slowly tortures them, breaking down their resistances, and teaching them the right way to think. Target creatures may make a Will save versus a DC of 28. Those who fail suffer 5d8+26 of Psychic (energy, uncommon) damage, and suffer a -2 penalty to their Will saves for the next 24 hours (this can be cured with a Restoration spell or equivalent ability). Those who succeed on the save suffer only half damage, and only a -1 penalty to their Will saves for the next 24 hours.

Penalties to Will saves caused by Peel the Eyes, Pull the Nails are cumulative, as is the damage it causes.

Because it is a swift action to cast, casting this spell-like ability does not provoke attacks of opportunity.

This ability can only be used against an enemy who is Cloistered or Displaced.

Spell Resistance (Ex) Automatic

Bahairim have spell resistance, making them very difficult to affect with magic, espeicially 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 42). 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.

Pitiless Dogma (Su; Heavy Role) Auto Upon Death

The first time the Bahairim Sadist 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 Sadist vanishes from its space and reappears adjacent to any creature in the encounter which has suffered injury (has less than its maximum hit points). The bahairim is immediately restored to half its hit points (747 hit points), and may use its Peel the Eyes, Pull the Nails ability against all targets within its reach as a free action, even if those targets are not Cloistered or Displaced. After this is resolved, it may take its full turn as normal.

Bahairim Sadist

Bahairim Sadist

This creature possesses the Heavy role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.

This monster frequently has the Heavy role, but may be set to other roles if desired.


Flay the skin, and crack the bones. Peel the eyes, and pull the nails. It is only through suffering that understanding can be achieved. Thus are the Bahairim motivated. Bahairim believe themselves to be agents of ascendance and instruction, but only through the instruments of pain and anguish.

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 Didactic Stare 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 use Peel the Eyes, Pull the Nails to further emphasize the errors of their enemy's ways each round.

In the event that they encounter an enemy who is clearly more powerful than them, they will ensure that any adjacent enemies are 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

Bahairim are dogmatic in their belief of the Book of Silence, and are vehement in their proselytizing of their faith to all they encounter. When not engaged in combat with non-believers, they are helping the Duargar 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: 307,200 (Heavy role included.)

Treasure: Sellable Goods worth 135,778 gp.

Weight: 360 lbs.     Volume: 14.4 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 - 8 Nothing Found
9 - 12 1 Languid Remnant (tier 1)
13 - 15 1 Pale Remnant (tier 2)
16 - 18 1 Bright Remnant (tier 3)
19 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 3 4 Languid Remnants (tier 1)
4 - 7 4 Pale Remnants (tier 2)
8 - 11 1 Intense Remnant (tier 4)
12 - 15 1 Blazing Remnant (tier 5)
16 - 18 1 Vital Remnant (tier 6)
19 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 3 4 Bright Remnants (tier 3)
4 - 5 4 Intense Remnants (tier 4)
6 - 8 4 Blazing Remnants (tier 5)
9 - 11 4 Vital Remnants (tier 6)
12 - 15 1 Prime Remnant (tier 7)
16 - 18 1 Mythic Remnant (tier 8)
19 - 20 1 Empyrean Remnant (tier 9)