Balbaal

Feeble Minded Bearded Devil and River Styx Guide

Description:

LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +10

DEFENSE
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 57 (6d10+24)
Fort +9, Ref +7, Will +3
DR 5/good or silver; Immune fire, poison, mind-affecting; Resist acid 10, cold 10; SR 16

OFFENSE

Speed 40 ft.
Melee glaive +11/+6 melee (1d10+6 plus infernal wound) or 2 claws +10 melee (1d6+4)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks beard
Spell-Like Abilities (CL 12th)
At will—greater teleport (self plus 50 lbs. of objects only)
1/day—summon (level 3, 1 bearded devil or 6 lemures, 50%)

STATISTICS

Str 19, Dex 15, Con 19, Int 1, Wis 12, Cha 1
Base Atk +6; CMB +10; CMD 22
Feats Improved Initiative, Power Attack, Weapon Focus (glaive)
Skills Climb +13, Intimidate +7, Perception +10, Sense Motive +6, Stealth +11
Languages Balbaal; telepathy 100 ft.

SPECIAL ABILITIES
Beard (Ex)
If a bearded devil hits a single opponent with both claw attacks, it also lashes at the same target with its spiky, filthy beard. The victim takes 1d8+2 points of damage and must succeed on a DC 17 Fortitude save or contract devil chills. The save DC is Constitution-based.

Devil Chills Disease—injury; save Fort DC 17; onset 1d4 days; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves.

Infernal Wound (Su)

The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.

Bio:

At a young age Balbaal first tasted the sweet waters of the River Styx. Since then he doesn’t remember much except it still tastes good.

The truth is that he bounced around Dis for awhile until he was hired by Captain Hulihee, who saw him swimming in the River Styx like a lunatic. Hulihee decided it would be wise to have a crew member who was unafraid to swim in the River Styx. Balbaal proved to be useful in narrow situations like retrieving things that fell into the water, navigating the River Styx by taste alone, and huh….well that’s about it. Most other times he spends happily on the top deck following around the Captain or people he thinks are the Captain.

Centuries of drinking River Styx’s soul water has shriveled his mind to the size of an acorn. This is not without some benefit because the water has sealed his mind off from complicated things like magic or logic. The only word he can say is his name, which he says with gusto. He doesn’t bother with washing himself or only eating edible things. That being said, Balbaal is fiercely loyal and a strong fighter.

Currently, Balbaal is on loan from Captain Hulihee.

Balbaal

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