Bahairim Sadist

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Bahairim Sadist (HeavyCR 18)

Neutral Evil - Medium - Outsider (Aberration)
Lore: Know (Planes)
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
45
Monster Health
1,494 747 34
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +20
Refl: +15
Will: +20

Strong Against:

  • (Heavy Role) Immunity (partial 3): Heavies are immune to the first three conditions applied to them during an encounter. If a fourth condition is applied to a heavy, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
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 undefined damage type
    plus Penitence of the Unworthy

Full Attack (Melee):

  • 4x Flensing Scalpel +27 (5d8+26/19-20 x2)
    as undefined damage type
    plus Penitence of the Unworthy

Standard Attack (Ranged):

  • 2x Didactic Stare +27 (5d8+26/19-20 x2)
    as undefined damage type
    (Increment: 40 ft.; Max Range: 200 ft.)
    as Psychic (exotic energy) damage, plus Contrition

Full Attack (Ranged):

  • 4x Didactic Stare +27 (5d8+26/19-20 x2)
    as undefined damage type
    (Increment: 40 ft.; Max Range: 200 ft.)
    as Psychic (exotic energy) damage, plus Contrition

Siege Damage: Not siege capable

Statistics

14
STR
21
DEX
18
CON
22
INT
25
WIS
16
CHA

Skills:

Languages: Common, Undercommon, Strix

Feats:

Special Abilities

Penitence of the Unworthy (Su)

Each time 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 failures 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)

Any enemy successfully struck by a ranged attack must make a Will save, DC 28, or be pulled up to 1d4+1 square 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, Illusion (Phantasm), Mind-Affecting)
  • Concentration: 1d20 + 26 vs. a DC of 33 (7 needed on the die)

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 (exotic energy) 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. This ability does not provoke an attack of opportunity from the target, but can provoke from other adjacent enemies, requiring a combat casting check.
This ability can only be used against an enemy who is Cloistered or Displaced.

Spell Resistance (Su)

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 (42). If the check is successful, the spell or spell-like ability is resolved as normal. If the caster check fails, the spell is cast, but does not affect the creature in any way.

Pitiless Dogma (Su)

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 any creature in the encounter which has suffered injury (has less than its maximum hit points). It 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. After this is resolved, it may take its full turn as normal.

Reversal of Fortune (Ex; Heavy Role) Auto Upon Death
The first time in an encounter that a Heavy is reduced to zero or fewer hit points, it falls prone, apparently dead. But this is a ruse. When this occurs, the Heavy becomes immune to all damage and effects. However, it may not perform any actions (such as attacks of opportunity) until this immunity expires.

At the beginning of its next turn, any conditions the Heavy is currently suffering under (such as Prone) are immediately cleared, and its hit points are set to half its normal maximum (747 hit points). Furthermore, the Heavy may immediately Slide up to 8 squares (40 feet) as a free action, after which its immunity to damage expires. As forced movement, this Slide does not provoke attacks of opportunity, but even if it did, the Heavy is immune to all damage and effects until after the slide is completed. It must perform this Slide before any other actions during its turn, and the immunity expires at the beginning of its turn even if it chooses not to Slide first.

The Heavy is killed for good the second time its hit points are reduced to zero or less.

Shhh!

Bahairim Sadist

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

Flay the skin, and grind 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.

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)