Obsessed with pain, inflicting it and receiving it,
masochistics are probably the most dangerous tanar'ri in a
toe to toe fight. They have no regard for their own bodies,
flinging themselves into combat with abandon.
Masochistics appear as large humanoids, covered in thick,
rubbery, black skin. Hideous scars cover their bodies and
open wounds ooze out thick, gummy blood that gives them a
sickening sheen. Their arms end in two huge hooks, similar
to large scythes, which drip almost constantly with
something's blood. Their teeth are pointed and many, often
too large for their mouths, forcing their mouthes open and
giving them a gruesome appearance.
Combat:
Masochists love combat more than anything else. They
attack anything and everything unless a smarter or more
powerful tanar'ri commands them not to. And sometimes they
don't even listen to those orders. They recklessly throw
themselves at opponents, no matter how dangerous.
Weapons that aren't holy, baatezu-, or yugoloth-forged
have an opposite affect on masochists. Instead of taking
damage, they are healed up to their maximum hit points. If
these weapons aren't of +1 or greater enchantment, they have
no effect anyways. Masochists attack with each of their
hooked arms once per round, each inflicting 2d10 damage.
They also attack with their many toothed bites, a successful
strike doing 3d10 damage. A creature bitten must make a save
vs. paralysation or bleeds for 1d6 damage per round until
the wound is bound. If a masochist inflicts more than 30
points of damage in a single round, they fly into a blood
rage, doubling the number of hook attacks they can make per
round. With every successful hook strike, a masochist gains
2 hit points.
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The bane of all masochists are healing spells. All spells
that would normally heal the target act as a reversed form
of the spell (ie. a cure light wounds would become a
cause light wounds). Damaging spells are also
reversed, if possible (ie. a harm would become a heal, but a
fireball would still deal normal
damage). In addition to those abilities common to all
tanar'ri, masochists have the following spell-like powers:
cause light wounds, cause serious wounds,
cause severe wounds, harm (5 times per day),
detect good, detect invisibility, and
detect magic. They can also attempt to gate in
1d4 other masochist tanar'ri once per hour with a 40% chance
of success.
Habitat/Society:
Masochists are often used to cause heavy damage in
combat. They can inflict heavy casualties before they fall.
They are often kept in isolated pens until battle, because
they would attack their fellows if they were allowed to go
free. Nobody really knows how these hideous creatures came
into being, but chant goes it was an unnatural and terrible
magical experiment conducted by a twisted Abyssal Lord or
three. If their purpose was to find a new weapon to use
against anything living, they certainly suceeded.
Ecology:
Masochists care for nothing other than hurting and
being hurt. They do not seem to understand anything else.
The Blood War is only an easy way to cause harm to them.
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