BOZ
Creature Cataloguer
Ba'atun
http://www.enworld.org/forums/showthread.php?t=66584
Ba’atun
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 25 ft (5 squares), fly 60 ft (average)
AC: 16 (+2 Dex, +4 natural) touch 12, flat-footed 14
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d6+3)
Full Attack: Bite +5 melee (1d6+3) and 2 claws +0 melee (1d4+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Screech
Special Qualities: Darkvision 60 ft, resistance to cold 5, vulnerability to fire
Saves: Fort +4, Ref +5, Will +3
Abilities: Str 16, Dex 15, Con 13, Int 10, Wis 11, Cha 11
Skills: Climb +7, Hide +9, Intimidate +9, Listen +7, Spot +7, Tumble +8
Feats: Ability Focus (screech) (B), Flyby Attack
Environment: Cold mountains
Organization: Solitary, squad (8 plus 1 wing sergeant), flight (16 plus 2 wing sergeants, plus flight leader), or swarm (32 plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)
Challenge Rating: 1
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +4
This creature has a baboon-like appearance, with a long snout and sharp fangs set in its red maw. Its bright blue eyes are red-rimmed. Its fur is an icy blue color, and it has a hairless monkey-like red rump. What makes it clear that this is no ordinary primate is its set of large, white, bat wings.
The ba’atun are vicious, primate-like creatures that find death and destruction as their constant companions. Their origin is surrounded in mystery – perhaps they were demons made from snow, perhaps they are exiles from a frozen realm, or perhaps they have always been here, lurking. Ba’atun live in the mountains, and when active they dominate the landscape with terror. They are opposed by beings such as cloud giants and aarakocra, who live on the same land as they do.
Ba’atun speak Infernal.
Ba’atun are just under 6 feet tall on average, and weigh about 200 pounds.
COMBAT
A group of ba’atun will usually begin a combat by screeching. They then attack their frightened opponents with their sharp, vicious teeth and dirty claws. Ba’atun are highly regimented, and will always attack as one with their squad, and follow the commands of their leaders.
Screech (Su): Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba’atun must make a successful Will save (DC 13) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.
Originally found in module UK7 – Dark Clouds Gather (1985, Jim Bambra and Phil Gallagher).
Ba'atun, Wing Sergeant
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 30 ft (6 squares), fly 60 ft (average)
AC: 16 (+2 Dex, +4 natural) touch 12, flat-footed 14
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d6+3)
Full Attack: Bite +6 melee (1d6+3) and 2 claws +2 melee (1d4+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Screech
Special Qualities: Darkvision 60 ft, resistance to cold 5, vulnerability to fire
Saves: Fort +5, Ref +5, Will +4
Abilities: Str 17, Dex 15, Con 15, Int 12, Wis 13, Cha 14
Skills: Climb +7, Hide +9, Intimidate +12, Listen +9, Move Silently +7, Spot +9, Tumble +8, Survival +7
Feats: Ability Focus (screech) (B), Flyby Attack, Weapon Focus (claw)
Environment: Cold mountains
Organization: Solitary, squad (8 plus 1 wing sergeant), flight (16 plus 2 wing sergeants, plus flight leader), or swarm (32 plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)
Challenge Rating: 2
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +4
Screech (Su): Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba’atun must make a successful Will save (DC 14) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.
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Ba'atun, Flight Leader
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 5d8+0 (0 hp)
Initiative: +3
Speed: 30 ft (6 squares), fly 60 ft (average)
AC: 17 (+3 Dex, +4 natural) touch 13, flat-footed 14
Base Attack/Grapple: +5/+9
Attack: Bite +9 melee (1d6+4) or sling +8 ranged (1d4+4 plus web)
Full Attack: Bite +9 melee (1d6+4) and 2 claws +4 melee (1d4+2) or sling +8 ranged (1d4+4 plus web)
Space/Reach: 5 ft/5 ft
Special Attacks: Ice shards, screech, web stones
Special Qualities: Darkvision 60 ft, resistance to cold 5, vulnerability to fire
Saves: Fort +7, Ref +7, Will +7
Abilities: Str 18, Dex 17, Con 16, Int 15, Wis 16, Cha 16
Skills: Bluff +10, Climb +10, Escape Artist +8, Hide +11, Intimidate +15, Listen +12, Move Silently +9, Search +8, Spot +12, Tumble +9, Survival +9
Feats: Ability Focus (screech) (B), Flyby Attack, Precise Shot
Environment: Cold mountains
Organization: Solitary, squad (8 plus 1 wing sergeant), flight (16 plus 2 wing sergeants, plus flight leader), or swarm (32 plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)
Challenge Rating: 3
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +4
Flight leaders carry 3 web stones.
Ice Shards (Su): These ba’atun can fire shards of ice from their hands, once per day, up to 5 feet away. These shards cause 2d8 points of cold damage to a single target (Reflex save DC 15 for half). The save DC is Dexterity-based.
Screech (Su): Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba’atun must make a successful Will save (DC 17) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.
Web Stones: Ba’atun flight leaders carry special sling stones that create webs, as the spell, upon hitting a creature or surface. These webs stick to whatever they hit, and everything within a 5-foot-diameter area for 3 minutes (Reflex save DC 15 to avoid), and require no anchor points to stick to. The save DC is Dexterity-based.
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Ba'atun, Swarm Leader
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 7d8+35 (66 hp)
Initiative: +4
Speed: 30 ft (6 squares), fly 60 ft (average)
AC: 19 (+4 Dex, +5 natural) touch 14, flat-footed 15
Base Attack/Grapple: +7/+12
Attack: Bite +12 melee (1d6+5) or ice javelin +11 ranged (1d6+5 plus ice splinters)
Full Attack: Bite +12 melee (1d6+5) and 2 claws +7 melee (1d4+2) or ice
javelin +11 ranged (1d6+5 plus ice splinters)
Space/Reach: 5 ft/5 ft
Special Attacks: Cold beam, ice shards, screech
Special Qualities: Darkvision 60 ft, resistance to cold 5, vulnerability to fire
Saves: Fort +10, Ref +9, Will +9
Abilities: Str 20, Dex 19, Con 20, Int 18, Wis 18, Cha 19
Skills: Bluff +13, Climb +13, Escape Artist +11, Hide +14, Intimidate +18, Knowledge (the planes) +12, Listen +16, Move Silently +12, Search +16, Spot +16, Tumble +14, Survival +14
Feats: Ability Focus (screech) (B), Flyby Attack, Point Blank Shot, Precise Shot
Environment: Cold mountains
Organization: Solitary, squad (8 plus 1 wing sergeant), flight (16 plus 2 wing sergeants, plus flight leader), or swarm (32 plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +4
Cold Beam (Su): Ba’atun swarm leaders can create a beam of cold, once per day. The beam is shaped like a cone 50 feet long and 20 wide at the base, and causes 3d8 points of cold damage to all creatures within it (Reflex save DC 18 for half). The save DC is Constitution-based.
Ice Shards (Su): These ba’atun can fire shards of ice from their hands, once per day, up to 5 feet away. These shards cause 2d8 points of cold damage to a single target (Reflex save DC 17 for half). The save DC is Dexterity-based.
Screech (Su): Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba’atun must make a successful Will save (DC 19) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.
Ice Javelins: Ba’atun swarm leaders carry javelins that explode in a volley of icy splinters upon impact. In addition to dealing javelin damage to any creature struck, all creatures within 10 feet of the blast suffer 2d8 points of cold damage (Reflex save DC 17 for half). These javelins are treated as magic weapons for the purpose of overcoming damage reduction. The save DC is Dexterity-based.
Ba'atun, Yesorkh Pahyeh
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 7d8+35 plus 9d4+45 (133 hp)
Initiative: +4
Speed: 30 ft (6 squares), fly 60 ft (average)
AC: 19 (+4 Dex, +5 natural) touch 14, flat-footed 15
Base Attack/Grapple: +11/+16
Attack: Bite +16 melee (1d6+5)
Full Attack: Bite +16 melee (1d6+5) and 2 claws +11 melee (1d4+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Cold beam, ice shards, possession, screech, spells, wall of ice
Special Qualities: Darkvision 60 ft, resistance to cold 5, vulnerability to fire
Saves: Fort +15, Ref +14, Will +17
Abilities: Str 20, Dex 19, Con 20, Int 20, Wis 18, Cha 19
Skills: Bluff +13, Climb +13, Concentration +17, Craft (alchemy) +17, Decipher Script +17, Diplomacy +11, Escape Artist +11, Hide +14, Intimidate +18, Knowledge (arcana) +17, Knowledge (religion) +11, Knowledge (the planes) +17, Listen +16, Move Silently +12, Search +17, Spellcraft +17, Spot +16, Tumble +14, Survival +14
Feats: Ability Focus (screech) (B), Empower Spell, Flyby Attack, Greater Spell Penetration, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (Evocation), Spell Penetration
Environment: Cold mountains
Organization: Solitary, or retinue (32 ba’atun plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)
Challenge Rating: 14
Treasure: Standard plus +2 cloak of resistance, brooch of shielding, and minor ring of energy resistance (fire)
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: ---
This creature has a baboon-like appearance, with a long snout and sharp fangs set in its red maw. Its bright blue eyes are red-rimmed. Its fur is jet black, and it has a hairless monkey-like red rump. It wears a cloak between a set of large, white, bat wings.
Yesorkh Pahyeh is a ba’atun commander, and a 9th-level wizard. She is considered an “albino” due to her black coloration. She has the ability to possess other creatures, and use her control over them to influence other races. She is a schemer and a plotter, and uses deception to her best advantage.
Yesorkh speaks Infernal and Common.
Yesorkh is 6 feet tall and weighs 240 pounds.
COMBAT
Yesorkh uses her ability to possess other creatures to further her machinations. She spends a good deal of her time inhabiting other creatures’ bodies. In combat, she will use whatever capabilities her victim has, and will show no concern for the condition of the victim. She will tend to abandon her victim’s body when it loses two thirds of its hit points if the battle is going badly for her.
Cold Beam (Su): Yesorkh can create a beam of cold, once per day. The beam is shaped like a cone 50 feet long and 20 wide at the base, and causes 3d8 points of cold damage to all creatures within it (Reflex save DC 18 for half). The save DC is Constitution-based.
Ice Shards (Su): Yesorkh can fire shards of ice from her hands, once per day, up to 5 feet away. These shards cause 2d8 points of cold damage to a single target (Reflex save DC 17 for half). The save DC is Dexterity-based.
Possession (Su): Yesorkh has the ability to possess the body of any creature, once per week. Yesorkh must succeed on a melee touch attack and she gains control over a creature if it fails a Will save (DC 17). While possessing a creature, Yesorkh has access to the victim’s surface thoughts, and she can use any of the possessed creature’s special attacks and special qualities. Yesorkh can also cast her arcane spells if the possessed creature has a humanoid form. The save DC is Charisma-based.
The creature remains possessed by Yesorkh indefinitely, until she returns to her own body or possesses another creature. The banishment spell will drive her from her victim’s body as will a remove curse spell cast by an 8th-level or higher caster.
Yesorkh can relinquish control over her victim as a free action. In this form, she appears as a shadowy version of herself. She is incorporeal and can fly with perfect maneuverability at a speed of 120. She can reenter her own body as a free action by touching it.
When Yesorkh leaves a creature’s body, willingly or unwillingly, the victim must succeed at a Fortitude save (DC 17) or collapse in a state of shock for 1d10 minutes.
Screech (Su): Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba’atun must make a successful Will save (DC 19) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.
Spells: Yesorkh is a 9th-level wizard. She has access to the following spells: 0 – acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st – charm person, disguise self, hypnotism, jump, mage armor, magic missile, obscuring mist, protection from good, sleep, ventriloquism; 2nd – blur, darkness, fog cloud, glitterdust, invisibility, minor image, mirror image, protection from arrows, scare, spider climb, touch of idiocy, web; 3rd – blink, gaseous form, haste, lightning bolt, stinking cloud, suggestion, wind wall; 4th – confusion, dimension door, fear, ice storm, lesser globe of invulnerability, solid fog; 5th – baleful polymorph, cone of cold, feeblemind, hold monster, summon monster V, teleport. The save DCs are Intelligence-based.
Typical Wizard Spells Prepared (4/6/5/4/3/2; save DC 15 + spell level); 0 – daze, detect magic, ghost sound, resistance; 1st – charm person (x2), magic missile (x2), sleep, ventriloquism; 2nd – darkness, invisibility, mirror image, protection from arrows, spider climb; 3rd – haste, lightning bolt (x2), suggestion; 4th – dimension door, ice storm, lesser globe of invulnerability; 5th – summon monster V, teleport.
Wall of Ice (Sp): Yesorkh can create a wall of ice, as the spell, once per day. Caster level 9th.
http://www.enworld.org/forums/showthread.php?t=66584
Ba’atun
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 25 ft (5 squares), fly 60 ft (average)
AC: 16 (+2 Dex, +4 natural) touch 12, flat-footed 14
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d6+3)
Full Attack: Bite +5 melee (1d6+3) and 2 claws +0 melee (1d4+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Screech
Special Qualities: Darkvision 60 ft, resistance to cold 5, vulnerability to fire
Saves: Fort +4, Ref +5, Will +3
Abilities: Str 16, Dex 15, Con 13, Int 10, Wis 11, Cha 11
Skills: Climb +7, Hide +9, Intimidate +9, Listen +7, Spot +7, Tumble +8
Feats: Ability Focus (screech) (B), Flyby Attack
Environment: Cold mountains
Organization: Solitary, squad (8 plus 1 wing sergeant), flight (16 plus 2 wing sergeants, plus flight leader), or swarm (32 plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)
Challenge Rating: 1
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +4
This creature has a baboon-like appearance, with a long snout and sharp fangs set in its red maw. Its bright blue eyes are red-rimmed. Its fur is an icy blue color, and it has a hairless monkey-like red rump. What makes it clear that this is no ordinary primate is its set of large, white, bat wings.
The ba’atun are vicious, primate-like creatures that find death and destruction as their constant companions. Their origin is surrounded in mystery – perhaps they were demons made from snow, perhaps they are exiles from a frozen realm, or perhaps they have always been here, lurking. Ba’atun live in the mountains, and when active they dominate the landscape with terror. They are opposed by beings such as cloud giants and aarakocra, who live on the same land as they do.
Ba’atun speak Infernal.
Ba’atun are just under 6 feet tall on average, and weigh about 200 pounds.
COMBAT
A group of ba’atun will usually begin a combat by screeching. They then attack their frightened opponents with their sharp, vicious teeth and dirty claws. Ba’atun are highly regimented, and will always attack as one with their squad, and follow the commands of their leaders.
Screech (Su): Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba’atun must make a successful Will save (DC 13) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.
Originally found in module UK7 – Dark Clouds Gather (1985, Jim Bambra and Phil Gallagher).
Ba'atun, Wing Sergeant
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 30 ft (6 squares), fly 60 ft (average)
AC: 16 (+2 Dex, +4 natural) touch 12, flat-footed 14
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d6+3)
Full Attack: Bite +6 melee (1d6+3) and 2 claws +2 melee (1d4+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Screech
Special Qualities: Darkvision 60 ft, resistance to cold 5, vulnerability to fire
Saves: Fort +5, Ref +5, Will +4
Abilities: Str 17, Dex 15, Con 15, Int 12, Wis 13, Cha 14
Skills: Climb +7, Hide +9, Intimidate +12, Listen +9, Move Silently +7, Spot +9, Tumble +8, Survival +7
Feats: Ability Focus (screech) (B), Flyby Attack, Weapon Focus (claw)
Environment: Cold mountains
Organization: Solitary, squad (8 plus 1 wing sergeant), flight (16 plus 2 wing sergeants, plus flight leader), or swarm (32 plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)
Challenge Rating: 2
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +4
Screech (Su): Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba’atun must make a successful Will save (DC 14) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.
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Ba'atun, Flight Leader
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 5d8+0 (0 hp)
Initiative: +3
Speed: 30 ft (6 squares), fly 60 ft (average)
AC: 17 (+3 Dex, +4 natural) touch 13, flat-footed 14
Base Attack/Grapple: +5/+9
Attack: Bite +9 melee (1d6+4) or sling +8 ranged (1d4+4 plus web)
Full Attack: Bite +9 melee (1d6+4) and 2 claws +4 melee (1d4+2) or sling +8 ranged (1d4+4 plus web)
Space/Reach: 5 ft/5 ft
Special Attacks: Ice shards, screech, web stones
Special Qualities: Darkvision 60 ft, resistance to cold 5, vulnerability to fire
Saves: Fort +7, Ref +7, Will +7
Abilities: Str 18, Dex 17, Con 16, Int 15, Wis 16, Cha 16
Skills: Bluff +10, Climb +10, Escape Artist +8, Hide +11, Intimidate +15, Listen +12, Move Silently +9, Search +8, Spot +12, Tumble +9, Survival +9
Feats: Ability Focus (screech) (B), Flyby Attack, Precise Shot
Environment: Cold mountains
Organization: Solitary, squad (8 plus 1 wing sergeant), flight (16 plus 2 wing sergeants, plus flight leader), or swarm (32 plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)
Challenge Rating: 3
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +4
Flight leaders carry 3 web stones.
Ice Shards (Su): These ba’atun can fire shards of ice from their hands, once per day, up to 5 feet away. These shards cause 2d8 points of cold damage to a single target (Reflex save DC 15 for half). The save DC is Dexterity-based.
Screech (Su): Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba’atun must make a successful Will save (DC 17) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.
Web Stones: Ba’atun flight leaders carry special sling stones that create webs, as the spell, upon hitting a creature or surface. These webs stick to whatever they hit, and everything within a 5-foot-diameter area for 3 minutes (Reflex save DC 15 to avoid), and require no anchor points to stick to. The save DC is Dexterity-based.
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Ba'atun, Swarm Leader
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 7d8+35 (66 hp)
Initiative: +4
Speed: 30 ft (6 squares), fly 60 ft (average)
AC: 19 (+4 Dex, +5 natural) touch 14, flat-footed 15
Base Attack/Grapple: +7/+12
Attack: Bite +12 melee (1d6+5) or ice javelin +11 ranged (1d6+5 plus ice splinters)
Full Attack: Bite +12 melee (1d6+5) and 2 claws +7 melee (1d4+2) or ice
javelin +11 ranged (1d6+5 plus ice splinters)
Space/Reach: 5 ft/5 ft
Special Attacks: Cold beam, ice shards, screech
Special Qualities: Darkvision 60 ft, resistance to cold 5, vulnerability to fire
Saves: Fort +10, Ref +9, Will +9
Abilities: Str 20, Dex 19, Con 20, Int 18, Wis 18, Cha 19
Skills: Bluff +13, Climb +13, Escape Artist +11, Hide +14, Intimidate +18, Knowledge (the planes) +12, Listen +16, Move Silently +12, Search +16, Spot +16, Tumble +14, Survival +14
Feats: Ability Focus (screech) (B), Flyby Attack, Point Blank Shot, Precise Shot
Environment: Cold mountains
Organization: Solitary, squad (8 plus 1 wing sergeant), flight (16 plus 2 wing sergeants, plus flight leader), or swarm (32 plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +4
Cold Beam (Su): Ba’atun swarm leaders can create a beam of cold, once per day. The beam is shaped like a cone 50 feet long and 20 wide at the base, and causes 3d8 points of cold damage to all creatures within it (Reflex save DC 18 for half). The save DC is Constitution-based.
Ice Shards (Su): These ba’atun can fire shards of ice from their hands, once per day, up to 5 feet away. These shards cause 2d8 points of cold damage to a single target (Reflex save DC 17 for half). The save DC is Dexterity-based.
Screech (Su): Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba’atun must make a successful Will save (DC 19) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.
Ice Javelins: Ba’atun swarm leaders carry javelins that explode in a volley of icy splinters upon impact. In addition to dealing javelin damage to any creature struck, all creatures within 10 feet of the blast suffer 2d8 points of cold damage (Reflex save DC 17 for half). These javelins are treated as magic weapons for the purpose of overcoming damage reduction. The save DC is Dexterity-based.
Ba'atun, Yesorkh Pahyeh
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 7d8+35 plus 9d4+45 (133 hp)
Initiative: +4
Speed: 30 ft (6 squares), fly 60 ft (average)
AC: 19 (+4 Dex, +5 natural) touch 14, flat-footed 15
Base Attack/Grapple: +11/+16
Attack: Bite +16 melee (1d6+5)
Full Attack: Bite +16 melee (1d6+5) and 2 claws +11 melee (1d4+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Cold beam, ice shards, possession, screech, spells, wall of ice
Special Qualities: Darkvision 60 ft, resistance to cold 5, vulnerability to fire
Saves: Fort +15, Ref +14, Will +17
Abilities: Str 20, Dex 19, Con 20, Int 20, Wis 18, Cha 19
Skills: Bluff +13, Climb +13, Concentration +17, Craft (alchemy) +17, Decipher Script +17, Diplomacy +11, Escape Artist +11, Hide +14, Intimidate +18, Knowledge (arcana) +17, Knowledge (religion) +11, Knowledge (the planes) +17, Listen +16, Move Silently +12, Search +17, Spellcraft +17, Spot +16, Tumble +14, Survival +14
Feats: Ability Focus (screech) (B), Empower Spell, Flyby Attack, Greater Spell Penetration, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (Evocation), Spell Penetration
Environment: Cold mountains
Organization: Solitary, or retinue (32 ba’atun plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)
Challenge Rating: 14
Treasure: Standard plus +2 cloak of resistance, brooch of shielding, and minor ring of energy resistance (fire)
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: ---
This creature has a baboon-like appearance, with a long snout and sharp fangs set in its red maw. Its bright blue eyes are red-rimmed. Its fur is jet black, and it has a hairless monkey-like red rump. It wears a cloak between a set of large, white, bat wings.
Yesorkh Pahyeh is a ba’atun commander, and a 9th-level wizard. She is considered an “albino” due to her black coloration. She has the ability to possess other creatures, and use her control over them to influence other races. She is a schemer and a plotter, and uses deception to her best advantage.
Yesorkh speaks Infernal and Common.
Yesorkh is 6 feet tall and weighs 240 pounds.
COMBAT
Yesorkh uses her ability to possess other creatures to further her machinations. She spends a good deal of her time inhabiting other creatures’ bodies. In combat, she will use whatever capabilities her victim has, and will show no concern for the condition of the victim. She will tend to abandon her victim’s body when it loses two thirds of its hit points if the battle is going badly for her.
Cold Beam (Su): Yesorkh can create a beam of cold, once per day. The beam is shaped like a cone 50 feet long and 20 wide at the base, and causes 3d8 points of cold damage to all creatures within it (Reflex save DC 18 for half). The save DC is Constitution-based.
Ice Shards (Su): Yesorkh can fire shards of ice from her hands, once per day, up to 5 feet away. These shards cause 2d8 points of cold damage to a single target (Reflex save DC 17 for half). The save DC is Dexterity-based.
Possession (Su): Yesorkh has the ability to possess the body of any creature, once per week. Yesorkh must succeed on a melee touch attack and she gains control over a creature if it fails a Will save (DC 17). While possessing a creature, Yesorkh has access to the victim’s surface thoughts, and she can use any of the possessed creature’s special attacks and special qualities. Yesorkh can also cast her arcane spells if the possessed creature has a humanoid form. The save DC is Charisma-based.
The creature remains possessed by Yesorkh indefinitely, until she returns to her own body or possesses another creature. The banishment spell will drive her from her victim’s body as will a remove curse spell cast by an 8th-level or higher caster.
Yesorkh can relinquish control over her victim as a free action. In this form, she appears as a shadowy version of herself. She is incorporeal and can fly with perfect maneuverability at a speed of 120. She can reenter her own body as a free action by touching it.
When Yesorkh leaves a creature’s body, willingly or unwillingly, the victim must succeed at a Fortitude save (DC 17) or collapse in a state of shock for 1d10 minutes.
Screech (Su): Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba’atun must make a successful Will save (DC 19) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.
Spells: Yesorkh is a 9th-level wizard. She has access to the following spells: 0 – acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st – charm person, disguise self, hypnotism, jump, mage armor, magic missile, obscuring mist, protection from good, sleep, ventriloquism; 2nd – blur, darkness, fog cloud, glitterdust, invisibility, minor image, mirror image, protection from arrows, scare, spider climb, touch of idiocy, web; 3rd – blink, gaseous form, haste, lightning bolt, stinking cloud, suggestion, wind wall; 4th – confusion, dimension door, fear, ice storm, lesser globe of invulnerability, solid fog; 5th – baleful polymorph, cone of cold, feeblemind, hold monster, summon monster V, teleport. The save DCs are Intelligence-based.
Typical Wizard Spells Prepared (4/6/5/4/3/2; save DC 15 + spell level); 0 – daze, detect magic, ghost sound, resistance; 1st – charm person (x2), magic missile (x2), sleep, ventriloquism; 2nd – darkness, invisibility, mirror image, protection from arrows, spider climb; 3rd – haste, lightning bolt (x2), suggestion; 4th – dimension door, ice storm, lesser globe of invulnerability; 5th – summon monster V, teleport.
Wall of Ice (Sp): Yesorkh can create a wall of ice, as the spell, once per day. Caster level 9th.
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