Bacchae (CR 2)
Medium Outsider (Extraplanar)
Alignment: Always chaotic neutral
Initiative: +1 (Dex); Senses: Listen +5 and Spot +5
AC: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Hit Dice: 2d8+4 (13 hp)
Fort +7, Ref +4, Will +2
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +4
Attack: Claw +4 melee, or rock +3 ranged
Full Attack: 2 claws +4 melee, or rock +3 ranged
Damage: Claw 1d4+2; rock 1d6+3
Special Attacks/Actions: Debauch, rage, rend 2d4+3
Abilities: Str 14, Dex 13, Con 15, Int 10, Wis 9, Cha 14
Special Qualities: Acid resistance 10, electricity resistance 10, immunity to polymorph, outsider traits, SR 11
Feats: Great Fortitude
Skills: Balance +3, Intimidate +8, Jump +10, Listen +5, Perform (any four) +6, Spot +5, Survival +5, and Tumble +7
Advancement: 3-4 HD (Medium-size)
Climate/Terrain: Any land and underground (Arboreal)
Organization: Troupe (6-11), mob (12-20 plus 1-2 satyrs), or revel (21-30 plus 2-4 satyrs and 4-6 centaurs)
Debauch (Su): Bacchae try to draw strangers into their perpetual revel, eventually converting them into bacchae themselves. Anyone who joins a band of bacchae in their debauchery, whether voluntarily or through the beguilement of the bacchae's spell-like abilities, must make a Will save (DC 10 + 1 per 3 bacchae engaged in the revel, to a maximum DC of 20 for a band of 30 bacchae) or lose all track of time and start carousing alongside the bacchae. A victim ensnared by the bacchae's debauchery will not willingly leave the mob. Ar the next sunrise, the victim must make a second Will save. If successful, the debauched character recovers his or her senses and may leave if he so chooses, although the bacchae are likely to begin the whole process all over again. If the debauched character fails the save, the character becomes a bacchae.
A transformed character abandons her previous lifestyle, gains all the statistics and abilities of a bacchae, and fights against former allies as part of her bacchae mob. The character can be restored by heal, limited wish, miracle, or wish.
Immunity to Polymorph: Bacchae are immune to polymorphing.
Rage (Ex): Twice per day a bacchae can fly into a drunken frenzy, raging like a barbarian. For 7 rounds, the bacchae gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to Armor Class. The following changes are in effect as long as the rage lasts: HD 2d8+6 (15 hp); AC 14, touch 9, flat-footed 13; Base Attack Grapple +4/+6; Full Attack 2 claws +6 melee, or rock +3 ranged; Damage claw 1d4+4, rock 1d6+5; SV Fort +9, Will +4; Str 18, Con 19; Jump +12.
A bacchae can fly into a rage once per encounter. At the end of the rage, the creature is fatigued (-2 Str, -2 Dex, can't charge or run) for the duration of the encounter.
Rend (Ex): If a bacchae hits with both claws, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d4+3 points of damage (2d4+6 points if the bacchae is raging).
Spell-like Abilities: 3/day - charm person, Tasha's hideous laughter; 1/day - emotion. Caster level 7th; save DC 11 + spell level.
Outsider Traits: Bacchae have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.