Sunday 10 December 2017

Kirmira, The Master Illusionist (Hindu)

Some notes:

  • The base model is the Rakshasa from the D&D 5E Monster Manual and Bakasura 
  • The inspiration is loosely based on the myth of Kirmira. The demon was a cannibal in a forest that learned of Bakasura's killer, Bhima, was in the area. Bhima kill Kirmira by wrestling as well

Kirmira is a cannibalistic fiend that enjoys toying with his prey. Unlike his brother BakasuraKirmira avoids combat and instead lures his prey into a false sense of security before feasting on them. Kirmira hides in the forests, targeting wandering travellers and merchants.

The demon prefers to disguise himself as an average humanoid, but in the rare occasions that mortals catch him in his normal form he appears like blue-pink skinned humanoid with receding eye-sockets and a lipless mouth. He simply has two nostrils where his nose is supposed to be, and he has pointy pink ears.

Tactics

  • Kirmira abhors direct conflict, and will avoid it if possible. He will use his magical powers to confuse and confound his enemies so that he can escape.
  • Kirmira avoids populated areas where he could potentially get caught. He prefers to hunt in the wild places such as forests, jungles and cave systems. 
  • Kirmira is fiercely protective of his brother Bakasura, and would go to great lengths to help him.

Eyeshadow by TLishman on DeviantArt


Desire for flesh

Kirmira loves to feast on the flesh of human beings, and is constantly seeking our new victims. Kirmira prefers lonely travellers who wander into the woods, but if desperate he will hunt in isolated villages or towns.

Master Illusionist

Kirmira has mastered the arts of deception, misdirection and illusion. He will use all of his magical abilities to

Deadly Charmer

Bakasura is cunning enough to know that he can feast without hunting. He will frequently make a deal with towns and villages whereby Bakasura agrees not to prey upon the populace if they agree to supply him with a daily cartload of meat (the cart-bearer is usually eaten as well). Bakasura is then free to hunt elsewhere to supplement the daily offerings.

Cannibal Followers

On occasion, a few deluded mortals think that their lives will be spared if they follow and worship Bakasura. The cultists seek out unwilling sacrifices and bring them to Bakasura so that he can feast upon them. They are so devoted that they become cannibals and live by the mantra that "only the weak are eaten". The leader of the cult only lasts until his successor finally kills and eats him (or Bakasura starves and eats the whole cult). Cultists of Bakasura are easily identified because they mutilate their own bodies to mimic the spikes of Bakasura.


Bakasura
Medium fiend (demon), lawful evil

Armor Class 14 (natural armor)
Hit Points 90 (12d8+36)
Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3)19 (+4)17 (+3)10 (0)16 (+3)20 (+5)

Skills Intimidation +10, Insight +8, Stealth +9
Saving throws Dex +9, Wis +8
Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
Senses darkvision 60ft., passive Perception 13
Languages Abyssal, Common
Challenge 10 (5,900 XP)

Blood Frenzy. Bakasura has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Innate Spellcasting. Bakasura's innate spellcasting ability is Charasima (spell save DC 18, +10 to hit with spell attacks). Bakasura can innately cast the following spells, requiring no material components:

At will: disguise self, minor illusion, thaumaturgy
3/day each: detect magic, invisibility, major image, suggestion
1/day each: dominate person, plane shift, true seeing

Keen senses. Bakasura has advantage on Wisdom (Perception) checks that rely on using hearing, smell or sight.

Springing Leap. Bakasura must not be grappled, restrained, paralysed, petrified, prone, stunned or otherwise incapacitated. As a bonus action Bakasura is able to perform a standing leap up to 10 ft. in the air and landing in an unoccupied location 15 ft. away. This sudden leap does not provoke opportunity attacks.

Swallow. Bakasura makes one bite attack against a medium or smaller target that it is grappling. If the attack hits, Bakasura's body-mouth distorts and extends and the target becomes swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside Bakasura, and it takes 21 (6d6) necrotic damage at the start of each of Bakasura's turns. Bakasura can only have one creature swallowed at a time.

If Bakasura takes 30 damage or more on a single turn from the swallowed creature, Bakasura must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of Bakasura. If Bakasura dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.


Actions

Multiattack. Bakasura makes three attacks; two with it's Spikes and one with it's Bite.

Spike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d10+3) piercing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 10 (2d6+3) piercing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.



Change log:

  • 20 Dec 2015.Took the Blood Frenzy feature from the Sahuagin. Changed Flesh Sense to Keen Senses. Edited Leap to be mechanically similar to Nimble Escape and renamed it to Springing Leap. Changed Digestion to Swallow from the Behir. Changed the CR to 10.