Benabak

This tiny, crimson-skinned creature possesses a pair of horns, a stinger-tipped tail, and batlike wings.
 

Benabak (CR 2)

Variant imp
Tiny Outsider (Devil, Evil, Extraplanar, Lawful)
Alignment: Lawful Evil
Initiative: +3
Senses: Darkvision 60 feet, Detect Good, Detect Magic, See in Darkness ; Perception +6
  Speed: 20 feet, Fly 50 feet (perfect)
Space: 2-1/2 feet
 

Defense

Armor Class: 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
Hit Points: 16 (3d10) Fast Healing 2
Saving Throws: Fort +1, Ref +6, Will +3
Damage Reduction: 5/good or silver
Immunity: fire, poison
Energy Resistance: acid 10, cold 10
 

Offense

Melee: sting +8 (1d4 plus poison)
Reach: 0 feet
Ranged: dart +8 (1d2 plus poison)
  Special Attacks: infernal jinx
  Spell-Like Abilities (CL 6th; Concentration +8):

Statistics

StrDexConIntWisCha
10 (+0) 17 (+3) 10 (+0) 15 (+2) 11 (+0) 14 (+2)
Base Attack Bonus: +3
CMB +4
CMD 14
  Feats: Skill Focus (Profession [gambler]), Weapon Finesse
  Skills: Bluff +8, Fly +21, Knowledge (arcana) +3, Knowledge (local) +6, Knowledge (planes) +6, Perception +6, Profession (gambler) +9, Sense Motive +6, Stealth +17, Use Magic Device +8
  Languages: Common, Infernal
  Special Qualities: Change Shape (bat, rat, or raven, beast shape I)

 

Special Abilities

Change Shape (Su)

Unlike a standard imp, Benabak's change shape ability allows him to take the form of a bat instead of a boar or giant spider.

Infernal Jinx (Su)

Benabak has developed the ability to curse other creatures with ill luck. As a standard action, he can jinx a creature within 30 feet who fails a DC 13 Will save. A jinxed creature takes a -2 penalty on its next d20 roll. The effects of the jinx wear off after 1 minute. A creature that succeeds on the saving throw is immune to Benabak's infernal jinx for 24 hours. The save DC is Charisma-based.

Poison (Ex)

  • Delivery: Sting-injury
  • Fortitude Save: 13
  • Frequency: 1/round for 6 rounds
  • Track: Moderate Dexterity
  • Saves: 1 save

  The save DC includes a +2 racial bonus..
 

Ecology

Environment: Any
Organization: ?
Treasure: ?

  Over the decades since his emancipation, more than a few thugs have attempted to divest Benabak of his hard-earned winnings. The imp's elusiveness, arcane defenses, and mobility often best those who attempt to seize his hoard by force.
  To protect his tower home, Benabak hung a trio of zombie soldiers upside down from a pair of beams on the third floor. He used a wand of command undead that he won from a down-on-her-luck arcanist to procure the zombies, who were the unfortunate victims of an ill-fated training exercise against a devil. The zombies gnash their teeth, and lash out at any living creatures in reach, serving as warnings to potential pilferers, as well as last-ditch security.
  Whenever would-be thieves attempts to steal the imp's treasures, Benabak kills them and strings their bodies up with the zombies. Two such corpses currently hang among the undead. Benabak hopes to one day gain the resources to raise these corpses as zombies as well.
  Those who wish to end Benabak's tiny reign of corruption may do best to outwit him by beating the imp at his own game.

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