Bielgorad
Large Outsider (Chaotic, Extraplanar, Evil, Goatkin
?)
Hit Dice: 6d8+24 (39 hp)
Initiative: +1
Speed: 30 ft. in banded armor (6 squares); base speed 40 ft.
Armor Class: 22 (–1 size, +1 Dex, +4 natural,
+2 banded armor), touch 10, flat-footed 21
Base Attack/Grapple: +6/+14 [+18 with
crook]
Attack: Crook +11 melee (1d10+6/×3); or unarmed strike +9 melee (1d4+4)
Full Attack: Crook +11/+6 melee (1d10+6/×3); or unarmed strike +9/+4 melee (1d4+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Crook, net, stench
Special Qualities: Darkvision ### ft.,
magic circle against good, spell-like abilities
Saves: Fort +9, Ref +6, Will +7
Abilities: Str 18, Dex 12, Con 19, Int 12, Wis 15, Cha 13
Skills: Skill [SPs 9@9 SPs]
Feats: 3 feats, Improved Unarmed Strikeᴮ
Environment: A chaotic evil-aligned plane
Organization: Solitary or ()
Challenge Rating: #
Treasure: None/Standard/% coins, % goods and % items/Double/Triple
Alignment: Always chaotic evil
Advancement: – HD () or by character class
Level Adjustment: —/+#
Description.
Background.
Combat
Tactics.
Crook (Ex): A bielgorad's shepherd's crook is an exotic melee weapon that is a Large
+2 one-handed magical weapon when wielded by a bielgorad. In the hands of any other creature, the
crook functions as a Medium masterwork halberd that only does normal damage against charging opponents when set against a charge.
The
crook has a ×3 critical multiplier and is equipped with a complex blade that does 1d10 piercing or slashing damage. It has a large hook that can be used to make trip attacks or strike for 1d10 nonlethal bludgeoning damage with a –4 penalty on the attack roll. If the
crook's wielder is tripped during a trip attempt, they can drop the
crook to avoid being tripped. When striking with the hook, a bielgorad can choose to do nonlethal or lethal damage without penalty as if the bielgorad was making unarmed attacks with the Improved Unarmed Strike feat.
A bielgorad can use the hook of a
shepherd's crook to make grapple attacks against creatures of a smaller size category than itself. When grappling with the hook, a bielgorad is treated as if it had the Improved Grapple feat: it does not provoke an attack of opportunity to make a touch attack to start a grapple and gains a +4 bonus on all grapple checks. If the bielgorad chooses the "Damage Your Opponent" option while grappling with a
crook it inflicts the hook's 1d10 bludgeoning damage instead of the bielgorad's normal unarmed strike damage.
In addition, whenever a bielgorad pins an opponent with its
crook or makes a successful grapple check against an opponent already pinned, the opponent must succeed at a DC 14 Will saving throw or be dazed for 1 round or until the opponent is released from the hook's grapple. An opponent dazed by a bielgorad's
shepherd's crook is still able to attempt "Escape from Grapple" opposed grapple checks but is unable to take any other action. The save DC is Charisma-based.
Net (Ex and Su): .
The original text says a victim caught in the crook will be "lifted and dropped into enchanted nets held by awaiting shepherds. Once in a net, a captive is wholly disabled." So we need to include said nets in the writeup.
Magic Circle against Good (Su): This ability continuously duplicates the effect of the spell. A bielgorad cannot suppress this ability.
Spell-Like Abilities (Sp): Once per day a bielgorad can use
dimension door. Caster level
8th or 12th?.
Stench (Ex): .
"Death Before Betrayal?" (Ex): Will die instead of submitting to mind-controlling powers.
"Linked Equipment?" (Ex): .Armor, shepherd's crook and [i/]immobilizing net[/I] disintegrate upon blelgorad's death.
Skills: .
Originally appeared in Goatmen of Kavaja (Bruce Heard, 2012).
(
sourced from The Goatmen of Kavaja.)
Published with permission from Bruce Heard.
Skill Ranks: