Berevya (homebrew rakshasa minion) - balanced? [Archive] - Wizards Community

Post/Author/DateTimePost
JohnnyONeal

12-09-04, 06:28 PM
I need your help balancing a homebrewed monster that I'm hoping to use in my campaign and on the Eberron Journal (http://www.coveworld.net/eberron).

Here's the basic concept: You've got regular rakshasas, zakyas (fighter-types), ak'chazar (white tiger socerer-types), and nazatharune (black panther rogue-types). That's a lot of rakshasas, but I'm still feeling like the Lords of Dust (the native fiends trapped beneath the earth) could use a little more filling out. So I created the berevya (which, like the rakshasa, is loosely based on a creature from Indian mythology). The berevya is a bobcat-like rogue-monk. He's not actually a rakshasa, but he is one of many minor fiends who lives in rakshasa cities beneath the earth.

So here's the write-up (along with an illustration of the feisty little kitten):


http://www.coveworld.net/eberron/berevya.jpg
BEREVYA
Small Outsider (Native)
HD: 6d8+18 (45 hp)
Initiative: +9 (+5 Dex, +4 Impr.In.)
Speed: 50 ft
AC: 21 (+1 Size, +5 Dex, +5 Natural Armor)
Attacks: Unarmed strike +10 melee (1d6+4)
Full Attack: Flurry of blows +9/+9 melee (1d6+4)
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Detect thoughts, flurry of blows, spell-like abilities, sneak attack +1d6, stunning fist
Special Qualities: Damage reduction 5/good and piercing, darkvision 60 ft., outsider traits, spell resistance 14
Saves: Fort +8, Ref +10, Will +7
Abilities: Str 16, Dex 20, Con 16, Int 10, Wis 14, Cha 14
Skills: Balance +10, Bluff +10, Climb +6, Disguise +6, Hide +14, Escape Artist +13, Jump +8, Listen +6, Move Silently +14, Spot +6, Tumble +10
Feats: Combat Reflexes, Deflect Arrows, Improved Initiative, Improved Unarmed Strike
Environment: Warm Marsh
Organization: Solitary, den (2-5), or company (20-50 plus 2-3 rakshasas)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +6

This being’s head is that of a lynx, though cunning intelligence gleams in its narrowed eyes. Its humanoid body is covered in loose, exotic garments. It crouches with coiled energy whenever it is not moving, emphasizing the fact that each of its limbs are grotesquely double-jointed.

Eternal servants to the rakshasa, berevya are fiends spawned to serve as foot soldiers and spies in the war against light. At the dawn of time, rakshasa rajas commanded entire armies of berevya, but now they are elite commandos almost as rare as the rakshasas themselves. They fight unquestioningly on behalf of their masters, providing a martial arm to their elders’ complex schemes.
Berevya often disguise themselves as experienced monks, creating schools that teach martial arts while indoctrinating young monks as servants of the fiend lords. While not as subtle as the rakshasa, they still prefer to plan ahead and avoid revealing their supernatural identity.
Berevya stand about 3 feet tall and weigh about 35 pounds.
Berevya speak Common, Infernal, and Undercommon.

COMBAT
Berevya are clever fighters who use their considerable stealth to fight on their own terms. They ambush foes when possible, attack vulnerable threats first, and retreat when outmatched. In addition to their basic combat skills, they have access to some monk and spell-like abilities.
Detect Thoughts (Su): A berevya can continuously use detect thoughts, as the spell from a 10th-level caster (save DC 14). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Evasion (Ex): If a berevya makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. A helpless berevya does not gain the benefit of evasion.
Sneak Attack (Ex): If a berevya can catch an opponent when he is unable to defend himself effectively from its attack, it can strike a vital spot for extra damage. The berevya's attack deals 1d6 extra damage any time its target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the berevya flanks its target. Should the berevya score a critical hit with a sneak attack, this extra damage is not multiplied.
Spell-Like Abilities: 3/day – charm person (DC 13), invisibility, spider climb. Caster level 4th; save DC 10 + spell level. The save DCs are Charisma-based.
Change Shape (Su): A berevya can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a berevya retains its unarmed strike attack. A berevya remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the berevya reverts to its natural form when killed. A true seeing spell reveals its natural form.
Stunning Fist: 6/day; Fortitude DC 15.
Outsider Traits (Native): A berevya can be raised, reincarnated, or resurrected.
Skills: A berevya has a +4 racial bonus to Bluff and Disguise checks, and a +8 racial bonus to Escape Artist checks.
Feats: A berevya receives bonus feats, and meets feat prerequisites, as though it were a 1st level rogue/5th level monk.


I really want him to be CR 6, so give me your suggestions for additions or subtractions as you see fit. (Or if he looks balanced, let me know!) For creatures at a similar power level, compare/contrast against the Chain Devil (http://geocities.com/sovelior/srd/monstersDtoDe.html#chain-devil) and Babau (http://geocities.com/sovelior/srd/monstersDtoDe.html#babau-demon). (He's intended to fill the same "slot" as those two.)

Also, I don't homebrew monsters often, so any general feedback (formatting, corrections, etc.) is appreciated!