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Incasos, Bashlikar

Huge Outsider (Evil, Extraplanar)
Hit Dice:15d8+90 (157)
Initiative:+10 (+6 Dex, Improved Initiative)
Speed:40 ft., fly 50 ft. (average)
AC:29 (-2 Size, +6 Dex, +15 natural), touch 14, flat-footed 23
Base Attack/Grapple:  +15/+32
Attack:Claw +22 melee (2d6+9); or tail slam +20 melee (2d6+4 plus petrification); or wing slam +20 melee (1d8+4 plus 2d6 fire)
Full Attack:2 Claws +22 melee (2d6+9) and 2 tail slams +20 melee (2d6+4 plus petrification) and 2 wing slams +20 melee (1d8+4 plus 2d6 fire); or grappling flail +4 of pain +26/+21/+16 melee (3d6+9, special properties) and 2 tail slams +20 melee (2d6+4 plus petrification) and 2 wing slams +20 melee (1d8+4 plus 2d6 fire)
Space/Reach:15 ft./15 ft.
Special Attacks:Spell-like abilities, aura of aggression, rend 4d6+13, petrification, summon Incasos
Special Qualities:DR 15/good and silver, SR 25, fast healing 2, vorpal immunity, Incasos qualities
Saves:Fort 15, Ref 15, Will 11
Abilities:Str 29, Dex 23, Con 23, Int 14, Wis 14, Cha 17
Skills:Bluff +23, Climb +27, Concentration +24, Intimidate +23, Jump +27, Listen +20, Search +20, Spellcraft +20, Sense Motive +20 Spot +20
Feats:Cleave, Combat Reflexes, Improved Initiative, Improved Trip, Knock Down, Multiattack, Power Attack
Environment:Eldin or the Gray Waste of Hades
Organization:Solitary or Brood (2-5)
Challenge Rating:  15
Alignment:Always Neutral Evil
Advancement:13-36 HD (Huge)
Level Adjustment:-

These powerful field commanders of the Incasos hoards are driven to enslave and master all lesser Incasos and mortals alike with inspirational evil, a healthy penchant for sadistic acts of terror, and megalomaniacal avarice.
    Bashlikar stand tall, like hellish giants. As with other Incasos they are covered from head to toe with a fine fitting mesh of ember-hewn red scales through which run streaks of charcoal black. With their giant-like strength and their multitude of powers they wield terror over other lesser Incasos.
    Like other Incasos, the Bashlikar possess great leathery wings which spread from behind their shoulders, spanning an impressive 60 feet when completely unfurled. Bashlikar prefer to soar in flight than use their air walk ability.
    The face of the Bashlikar is terrible to behold. Its pronounced jaws are filled with glistening fangs for rending flesh. A dozen large bone-like tusks protrude from the sides of its mouth; these large fangs of nearly a foot in size flex outward and in around the Bashlikar's mouth when it breaths, is agitated, or when smelling its enemies fear.
    Four spiked horns of blackened bone protrude from the beast head. Two from the front which are angled back and two more from behind its pointed ears which stab straight upward. In a vicious fit of fury, some Bashlikar have been known to pick up their opponent and spear them upon these sword-sharp horns.
    Behind them trails a twin charcoal-black and burnt-red striped tails which they may use in combat with deadly efficiency. The end of each tail has multiple hidden blades which the Bashlikar can quickly flex outward, turning their tails into spiked maces.
    Bashlikar are typically found surrounded by lesser fiends who viciously fight each other for attention, hoping to garner some form of patronage. Bashlikar are often placed as field generals, inciting those about them with fiery bloodlust and leaving great destruction in their wake. Occasionally a group of Bashlikar will band together and seek out challenging foes to overcome, each hoping to curry the favor of an Amarat Incasos.

A Bashlikar wades into battle, using their flaming wings to batter aside opponents so that they can strike deep into their foes. They direct their tail slams against spell casters and rogues that dare to flank them and occupy their claws with the rending of warriors.
    Spell-like Abilities: At will - alter self, command, detect good, detect magic, monster summoning V, produce flame, protection from good, teleport without error (self plus 50 pounds of objects only); 3/day - dispel magic, suggestion, unholy blight; 1/day - blasphemy power word: stun, unholy aura. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).
    Aura of Aggression (Su): As a free action, for as long as it desires, a Bashlikar can emanate an aura of aggression in a 60 foot radius. Creatures in the area of effect must succeed a Will save (DC 20) or become blood-lusted. A blood-lusted creature gains a +2 to melee damage rolls, a -1 penalty to Will saves, and a -4 penalty to all attack rolls. Blood-lusted creatures attack the nearest available creature to the exclusion of anything else, regardless of whether it be friend or foe. When a blood-lusted creature has slain its target it must make another Will save or gain additional and cumulative modifiers to damage rolls, Will saves, attack rolls, and begin attacking the next available c reature. A creature is no longer blood-lusted when it succeeds a Will save or when no available target remains. Creatures who calm down lose all modifiers from being blood-lusted and become fatigued (-2 Strength, -2 Dex, can't charge or run) until the end of the encounter. Creatures that succeed a Will save against the aura of aggression cannot be affected again by that Bashlikar's aura for one day.
    Petrification (Su): Any creature struck by a Bashlikar's tail-slam must succeed a Fortitude save (DC 23) or be turned to stone. This effect is similar to the spell transmute flesh to stone.
    Vorpal Immunity (Ex): The skin of the Bashlikar is a finely knit mesh of scale that has the special property of rendering them immune to vorpal effects.
    Summon Incasos (Sp): Once per day a Bashlikar can attempt to summon 4d10 Mealafist or 1d6 Taturak with a 50% chance of success or another Bashlikar with a 35% chance of success.
    Retrieving flail +4 of pain: A Bashlikar who successfully serves well for an extended period of time may be gifted with a retrieving flail +4 of pain. The flail resembles a cat-o-nine-tails with thick barbs of glass studding the length of each flail. Creatures struck by the flail take 3d6+9 damage and must succeed a Fortitude save (DC 18 negates) or suffer the effects of a symbol of pain: a -4 penalty to all attack rolls, skill checks, and ability checks for 1 hour. The flail adds 5 ft. to its wielders reach.
    As a standard action the flail may be used to make a single attack with a 100 foot range. The target of the attack, if struck, must succeed a Reflex save (DC 21) or be pulled to within 5 ft. of its wielder.
    The flail is magically keyed to its bearer during its creation. Any being other than the keyed bearer who attempts to use the flail gain four negative levels for as long as they possess the flail. Upon its bearer's death the flail remains behind and 2d6 rounds later it explodes, affecting creatures within 20 feet with the effects of a corruption spell.
    Bashlikar found wielding these weapons typically are those who have been tasked by an Amarat Incasos to perform some evil deed. Bashlikar wielding this weapon attack with it in lieu of their claw attacks and their Challenge Rating is increased by two.
    Incasos qualities: Immune to poison, fire, cold, and petrification. Acid and electricity resistance 10. Receives saving throws to avoid magic meant to imprison, hold, entrap, or banish, even when a saving throw is not normally allowed. Incasos can see in darkness, even that created by the deeper darkness spell.

Bashlikar serve as leaders over the hoards of Taturak and Infaeludor. They continually push their armies into battles against other demonkind and against each other, vying for supremacy and the opportunity to demonstrate that they are worthy being reborn into the final evolution of a Geltutoog.
    Bashlikar take great pleasure in the infliction of pain. They constantly bully and humiliate the Mandragorae and torture lesser Incasos for entertainment. A chance to inflict pain on another creature is rarely passed up by a Bashlikar.
    Sometimes a single Bashlikar is often set to keep the guardians of a pool of Blight in line and working. Occasionally they will let loose their aura of aggression and turn a horde of easily volatile Infaeludor against the other denizens of Incasos which reside nearby, enjoying the bloodshed and waves of aggression which result. In this way the lower ranks of the lesser Incasos are frequently shuffled around and constantly reincarnated from the Blight for the Bashlikar's tyrannical amusement.
    Because of their violent tendencies, Bashlikar are often directed to remain towards the front of any conflict and at the head of battle rather than among its leaders. The True and other Greater Incasos prefer it this way since it keeps the Bashlikar out of their plotting and the Bashlikar prefer it as well since it lets them vent their wrath and abuse their power safely out of sight from their commanders. Needless to say, Bashlikar are well hated by the majority of Incasos which rank below them and are occasionally attacked by a hoard of Taturak whom they have extensively abused. When things get too dangerous though, the wise Bashlikar will teleport away, but not before subjecting its attackers to their blood-lusting aura. Bashlikar also serve the purpose of weeding out the lesser Incasos who are weak in their physical prowess or unsteady in their devotion to the will of the Greater Incasos.
    Bashlikar crave power over everything and because of this they have a deep envy for the Julahdon. Because of this, the Bashlikar tend to pick-on the weaker Julahdon. For the most part the Julahdon avoid working with Bashlikar, which works out fine since while the Julahdon prefer to spend their time exploring the Multiverse, the Bashlikar are intent on destroying it.

Bashlikar who are successful at inspiring other creatures to destruction and who serve the Incasos hoards without failure may, after hundreds if not thousands of years, be eventually reborn into the form of a Geltutoog. Normally, when a Bashlikar is slain it will rise again from the Blight 20 days later, however if the Bashlikar is destined to be reincarnated as a Geltutoog it's essence is brought before an Amarat for judgement and trial. If the Bashlikar fails the trials and tasks of evil which the Amarat sets the Bashlikar to do than it is punished and sent back to the form of a Mandragorae Lesser Incasos. A successful Bashlikar is then taken into the darkness which is The Voice. After 100 years of unimaginable torture and shaping, the creature which was once the Bashlikar emerges from the Blight in the form of a Geltutoog. Geltutoog are typically ravenous to do evil and hungry for flesh, often killing hoards of lesser Incasos who are present at their reincarnation.