Bahairim Sadist

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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)