2021-08-15

Fantasy NPC: Zab'bah'rah, The Trinket Merchant

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Zab'bah'rah, The Trinket Merchant

An entity with three vulture heads wearing thick robes made of purple and burgundy velvet. Each of its necks is adorned with a heavy golden chain on their neck and their taloned fingers bear multiple jeweled rings.

CR 10; 9,600 XP
NE Medium Outsider (evil, extraplanar)
Init +4Senses darkvision 120 ft., arcane sight 120 ft., see invisible 120 ft.Perception +23

Defense
AC 24, touch 17, flat-footed 20 (+3 armor, +3 deflection, +4 Dex, +4 natural)
hp 126 (12d10+60)
Fort +15, Ref +11, Will +15; +3 resistance bonus
Defensive Abilities professional nature; DR 10/good; Resist acid 20, cold 20, electricity 20, fire 20; SR 21

Offense
Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +16 (1d6+4), 3 bites +16 (1d6+4)
Special Attacks command magic items
Spell-Like Abilities (CL 12th or 20th in the emporium, concentration +17 or +25)
Constant—arcane sight, see invisibility, unseen servant (two servants active at a time)
At Will—analyze dweomer, banishment (DC 24, only within the emporium), break enchantmentgreater dispel magiclegend and lore, make whole, prestidigitation, word of recall (self with 50 lbs of gear, nearest entrance to the emporium)

Statistics
Str 18, Dex 18, Con 18, Int 17, Wis 19, Cha 21
Base Atk +12; CMB +16; CMD 30
Feats Ability Focus (banishment), Alertness, Combat Casting, Patron Of The Vile, Skill Focus (Use Magic Device), Toughness
Skills Bluff +20, Diplomacy +20, Fly +19, Knowledge (arcana) +18, Knowledge (planes) +18, Perception +23, Sense Motive +23, Spellcraft +18, Use Magic Device +26
Language Abyssal, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ personal emporium

Command Magic Items (Su) Zab'bah'rah can apply their Use Magic Device skill on a magic items within their line of sight as a swift action.

Personal Emporium (Su) Zab'bah'rah emporium is a pocket plane that is composed only of interior of a sizeable shop, with an entrance that contains a number of (movable) portals, a large main hall, numerous smaller rooms, and a few vaults. It might also include Zab'bah'rah personal chambers, though no one knows for sure. The emporium is dimly lit, and occasionally staffed by a number of serviles. The vaults containing more valuable items are warded by dangerous traps, potent spells, and some of the rooms and corridors hold monsters instead of treasures.

Professional Nature (Su) Zab'bah'rah is an epitome of mercantile guile to the point that even when conjured, they can't be compelled to perform any services other than to offer (more or less) equitable trade or examination of magical items. Neither can magical charms and compulsions force Zab'bah'rah to give away their wares without adequate compensation.

Notable Gear Zab'bah'rah's robes (+4 armor, +3 deflection bonus to AC, +3 resistance bonus to saves), potions, scrolls, wands, staves, and other magic item scattered across the emporium as needed, though looting them all is a venture comparable to a full dungeon delve, with similar challenges


Zab'bah'rah is a trader of magical trinkets of various sorts, the more exotic and unique, the better. While they do keep some bland and boring potions and wands ("squak, why is every customer asking about healing wands?!"), they prefer the interesting and weird. They accept payment in souls for smaller purchases, though without enthusiasm—apparently they have enough supply to create enough serviles as needed (thanks to being an evil outsider with Patron Of The Vile feat) for centuries, and they are not particularly fond of trading the excess to other fiends.

Zab'bah'rah is a moderately honest merchant—that is, for a cunning fiend. While they don't resort to blatant lies, they are prone to omitting details that in their opinion could reduce chance of the sale unless they are particularly proud or enamored of certain features of their wares. What they will proudly advertise and what quirks they keep for themselves might be at odds with expectations of mortal customers, though ("this sword will work perfectly fine, just feed it a peasant or two a month").

Entrances to Zab'bah'rah's emporium appear in various places across the planes, occasionally obvious—such as in a magic item shop front in a city, within a wagon advertising as a magic shop, and sometimes in much more surprising places, such as a door in the middle of monster-infested dungeon. Zab'bah'rah seems to be able to bar and move the gates leading to the emporium at will, though they can't prevent anyone from leaving the emporium—it's just that escaping the emporium with stolen goods might leave the thieves in an unexpected (and possibly hostile, but not immediately deadly) spot across the planes, though never extremally exotic.

Oh, and a "we are saving the multiverse from utter destruction, you should help us by giving us this plot relevant magic item for free!" ploy? Nu-uh. Zab'bah'rah heard it hundreds of time. The multiverse worked fine without suspicious discounts each time. You will be paying for the wares.


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