Mezzikim

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Medium-Size Outsider (Evil, Lawful, Incorporeal)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft., fly 50 ft. (perfect)
Armor Class: 15 (+5 deflection)
Base Attack/Grapple: 0
Attack: 0
Full Attack: Slam +1 melee
Space/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Contagion, possession, spell-like abilities, spit needles
Special Qualities: Darkvision 60 ft., SR 5
Saves: Fort +3, Ref +2, Will +2
Abilities: Str -, Dex 11, Con 13, Int 10, Wis 11, Cha 15
Skills: Concentration +2, Listen +4, Sense Motive +3, Spot +4
Feats: Alertness
 
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Lawful Evil
Advancement: 2-6 HD (Medium-size)
Level Adjustment: 0
Mezzikim are the tortured spirits of lesser baatezu in Baator, sent to other planes to cause pain and suffering among mortals. They are invisible to the naked eye, and can travel through solid objects without hindrance.

Although unable to physically affect the material world, mezzikim are able to possess mortals and cause them to sicken and, in some cases, die.

Mezzikim have been known to start epidemics, sow confusion, or kill their own hosts.

Those able to see invisible objects are confronted by a fiend of bestial appearance, with scales, claws, and wings. This appearance, although frightful, is but an affectation. Mezzikim lack the standard abilities and resistances of baatezu, which are linked to their physical bodies, held safe in Baator.

CombatIf a mezzikim has not possessed a mortal host, it is unable to cause physical attacks and is immune to most physical sources of harm.Spell-Like Abilities: 3/day - ghost sound, prestidigitation, pyrotechnics, ventriloquism. These abilities are as the spells cast by a 4th-level sorcerer (save DC 12 + spell level).Possession (Su): Once per round, a mezzikim can merge its body with a living creature. This is similar to magic jar as cast by a 10th-level sorcerer, except that it does not require a receptacle. If the attack succeeds, the mezzikim's body vanishes into the opponent's body. The target can resist the attack with a successful Will save (DC 17). The target is allowed to make this save once every 24 hours. A creature that successfully saves is immune to that mezzikim's possession for one day.While possessing the target, a mezzikim can move or fly at its normal speed, and gains a +2 profane bonus to Strength. Whenever the target is harmed, the mezzikim suffers an equal amount of damage.Contagion (Su): The presence of a mezzikim can corrupt the body of a host. It can choose to use contagion on a possessed opponent, as the spell cast by a 10th-level sorcerer (Fortitude save DC 16 negates). The mezzikim chooses which disease to inflict; it can attempt this but once to any creature. Any living creature that comes into physical contact with the diseased creature must make a similar Fortitude saving throw (DC 16) or be affected by the disease.Spit Needles (Ex): While possessing an opponent, a mezzikim can spit needles covered with poisoned bile as a ranged attack. This causes 1d8 points of damage plus poison (Fortitude save DC 11; initial damage 1d6 temporary Con; secondary damage 1 temporary Con).Habitat/SocietyFor offenses against one of the Lords of the Nine or baatezu nobles, a baatezu's physical body can be restrained within magical circles and then tortured for six hundred and sixty-six nights. When the ritual is complete, the baatezu's spirit is only too ready to flee the scarred and burned husk of its body, and it flees to another plane, remaining there as an incorporeal spirit until its sentence is complete.

The pain of this torturee remains, although the baatezu's body is left behind. This spiritual agony only abates when the mezzikim causes suffering to mortals, particularly those of the Prime Material Plane. Mezzikim commonly come from the ranks of abishai, barbazu, and hamatula.0EcologyNone

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