Tramping through the jungle, Merdath paused briefly to survey the strange foliage around him. According to the people in the last village, something had corrupted the area. Now the locals avoid the tainted region like the plague. Merdath would avoid it, too, except that the most direct route to the Great Lake ran through this stretch of woods.
As he started forward again, he chanced to see a reddish face looking down at him from a tree. At first he thought it was a monkey of some kind, for the face was definitely simian. However, the little wings were not, and the creature had six arms. It moved like a spider more than like a monkey. Then it chittered and swung lower using its tail. It bared fangs and leered at Merdath, who began to move more quickly.
He was not quick enough. The other three creatures lunged from the trees and fastened themselves onto him. He fell to the ground as their tail stingers began to pierce his skin over and over. Eventually he stopped twitching, and the creatures returned to the trees.
Small Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 2d8+2 (11 hp)
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Claw +6 melee (1d4)
Full Attack: 2 claws +6 melee (1d4) and bite +1 melee (1d4) and tail stinger +1 melee (1d3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks:Enlarge, improved grab, summon tanar'ri
Special Qualities: Darkvision 60 ft., immunity to electricity and poison, outsider traits, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft.
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 10, Dex 17, Con 12, Int 8, Wis 12, Cha 6
Skills: Balance +9, Climb +13, Hide +12, Jump +7, Listen +6, Move Silently +8, Spot +6, Tumble +10
Feats: Weapon Finesse
Environment: Infinite Layers of the Abyss
Organization: Solitary, gang (3-5), or crowd (6-15)
Challenge Rating: 4
Alignment: Always chaotic evil
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: --
This creature looks like a six-legged monkey with a prehensile tail. Its glowing red eyes, undersized wings, and red-black fur lend it an air of malevolence. Its tail ends in a stinger that drips with ichor.
A bogannarr is a savage fighter, similar in ferocity to a wolverine. Once it begins attacking, a bogannarr does not quit. In groups they are even more dangerous. With limited intelligence, they are well suited to follow the orders of more powerful demons.
A bogannarr resembles a red and black monkey with six legs. It has small wings on its back that are nonfunctional. Some think that this denotes a relationship between these creatures and the more powerful nalfeshnee, but no one knows for sure. The bogannarr also has a prehensile tail that it can use both to grasp things and utilize as a weapon. The tail sports a stinger that drips venomous ichor.
Bogannarrs are about 4 feet long, and they weigh about 50 lbs. They understand Common and Abyssal, but do not speak. They communicate telepathically with each other to coordinate attacks.
Bogannarr are fierce combatants. One of their usual tactics is to swarm a single opponent and drain it of life before moving on. The creature latches onto an opponent with all six legs and uses its tail to devastating effect.
Enlarge (Sp): Once per day, a bogannarr can increase its size by one category. This works as an enlarge person spell cast at a caster level equal to its Hit Dice, but only on itself. Use of this ability is a standard action.
Improved Grab (Ex): To use this ability, a bogannarr must hit a foe up to one size category larger than itself with its two claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Poison (Ex): Injury, Fortitude DC 12, initial damage 1d2 points of temporary Constitution damage, secondary damage 1d2 points of temporary Constitution damage. The save DC is Constitution-based.
Summon Tanar'ri (Sp): Once per day a bogannarr can attempt to summon 1d4 additional bogannarrs with a 40% chance of success. This ability is the equivalent of a 2nd-level spell.
Skills: Bogannarrs have a +4 racial bonus on Balance checks and a +8 bonus on Climb checks.
Coming in Part 2 of Demons
One can make too many bargains with demons, as Ormad found to his growing despair.
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