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Maenads (Bacchae)

Rode, Bernhard Baccantin 1785, Maenads
Rode, Bernhard Baccantin 1785

Traveling in small troupes to large bands, these are entities infused with the spirit of a Dionysus revel. They are debauched creatures that roam the lands searching for others to lure into their frenzied dance. Creatures that spend too much time among the Maenads tend to forget their past and become Maenads.

Bacchae are entities infused with the spirit of a Bacchanalian revel. They are debauched creatures that roam the planes, luring others into their frenzied dance. They are erratic beings that can go from friendly revelers to dangerous combatants in a moment.

Most bacchae look like normal humans, but with a feral gleam in their eye. Although they are attractive beings, bacchae of human appearance are typically dirty and disheveled. Others are satyr like in appearance. Their tunics and laurel crowns are stained with dirt, wine and blood. They carry large tankards of beer, jugs of wine, and a variety of Musical instruments.

Most people encounter bacchae out in the wilderness. They never stay in one Spot for long, descending upon a location like the wind and leaving destruction and chaos in their wake. From time to time, a band of bacchae shows up in a civilized area, bringing revelry and discord. Commoners usually delight in the chance to let loose, but authority figures fear and despise bacchae, seeing them as forces of anarchy and revolution.

Anyone who revels with the bacchae risks becoming one as well. Over the course of a long evening of dancing, drinking, and carousing, the spirit of Dionysus may take over the beguiled individual and transform him or her into a new member of the band.

Bacchae speak Common and Sylvan.

Maenad

Kain’s 5e Monstrous Manual – Page 46 – Dicefreaks (tapatalk.com)

Medium monstrosity, chaotic evil
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Armor Class 17 (natural)
Hit Points 127 (15d8 + 60)
Speed 30 ft.
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STR 19 (+4) DEX 18 (+4) CON 20 (+5) INT 13 (+1) WIS 16 (+3) CHA 18 (+4)
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Saving Throws Dex +7, Wis +6, Cha +7
Skills Deception +7, Insight +6, Perception +6
Damage Resistances fire, poison; bludgeoning, piercing and slashing
Senses darkvision 60 ft., passive Perception 16
Languages Common, Sylvan
Treasure –
Challenge 8 (3,200 XP)
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Madness. A maenad is constantly in a frenzy, providing it with advantage on mental saving throws and resistance to physical damage. Calm emotions or similar effects fail to affect it.

ACTIONS
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Multiattack. The maenad makes three attacks: two with its claws and one with its bite.

Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage and the target must make a DC 16 Constitution saving throw, taking 17 (5d6) poison damage and becoming Poisoned on a failed save, or half as much damage on a successful one. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Dance Any creature within 60 ft. viewing the maenad dancing around must succeed on a DC 15 Wisdom saving throw or become confused. Each creature that becomes confused heals the maenad 1d10 points of damage, granting any additional hit points as temporary. The affected creatures can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails ten saves in a row, it becomes confused for an hour.

Feast The maenad conjures a supernatural feast. Any creature eating from the feast gains advantage on Strength and Constitution based rolls, immunity to fear, and disadvantage on Wisdom based rolls. The feast also heals creatures 1d10 hit points for every round they spend eating from it. These benefits last 12 hours, during which the following flaw is gained: I sate my urges immediately and in the most violent and lustful manner possible.

Maenad

Maenad
Medium-Size outsider (Extraplanar)
Hit Dice2d8+4 (13 hp)
Initiative+1
Speed30 ft.
AC16 (+1 Dexterity,+5 natural),touch 11,flat-footed 15
Base Attack/Grapple+2/+4
AttackClaw +4 melee,or rock +3 ranged
Full Attack2 claws +4 melee,or rock +3 ranged
DamageClaw 1d4+2;rock 1d6+3
Face/Reach5 ft./5ft.
Special
Attacks
Debauch, rage, rend 2d4+3
Special
Qualities
Acid resistance 10, electricity resistance 10,immunity to polymorph,outsider traits,SR 11
SavesFort +7,Ref +4,Will +2
AbilitiesStrength 14,Dexterity 13,Constitution 15,Intelligence 10,Wisdom 9,Charisma 14
SkillsBalance +3,Intimidate +8,Jump +10,Listen +5, Perform (any four)+6,Spot +5,Survival +5,Tumble +7
FeatsGreat Fortitude
Climate/TerrainAny land and underground (Arboreal)
OrganizationTroupe (6 -11), mob (12 -20 plus 1 -2 satyrs), or revel (21 -30 plus 2 -4 satyrs and 4 -6 centaurs)
Challenge Rating2
Treasure
AlignmentAlways chaotic neutral
Advancement3 -4 HD (Medium-size)

Combat

Bacchae rarely attack strangers outright, first seeking to lure newcomers with offers of wine and song. The revelers do not hesitate to use Charm Person or emotion to magically compel revelry from anyone who does not wish to join their debauchery. Only when people resist their magical abilities or seek to interfere with the revel do the bacchae turn ugly and fall on their hapless victims with physical attacks.

Bacchae fight literally tooth and nail, tearing and gouging their opponents with utter abandon. They disdain weapons for their bare hands. Those that are not involved in melee combat hurl rocks, tankards, bottles and other loose items that happen to be nearby.

Bacchae can be summoned using a summon monster III spell.

Debauch (Su): Bacchae try to draw strangers into their perpetual revel,eventually converting them into bacchae themselves.Anyone who joins a band of bacchae in their debauchery,whether voluntarily or through the beguilement of the bacchae’s spell-like abilities,must make a Will save (DC 10 +1 per 3 bacchae engaged in the revel,to a maximum DC of 20 for a band of 30 bacchae)or lose all track of time and start carousing alongside the bacchae. A victim ensnared by the bacchae’s debauchery will not willingly leave the mob.At the next sunrise,the victim must make a second Will save. If successful,the debauched character recovers his or her senses and may leave if he so chooses, although the bacchae are likely to begin the whole process all over again.If the debauched character fails the save,the character becomes a bacchae.

A transformed character abandons her previous lifestyle, gains all the statistics and abilities of a bacchae ,and fights against former allies as part of her bacchae mob.The character can be restored by heal,limited wish, miracle,or wish .

Immunity to Polymorph: Bacchae are immune to polymorphing.

Rage (Ex): Twice per day a bacchae can fly into a drunken frenzy,raging like a barbarian. For 7 rounds,the bacchae gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to Armor Class.

The following changes are in effect as long as the rage lasts :HD 2d8+6 (15 hp);AC 14, touch 9, flat-footed 13; Base Attack/Grapple +4/+6 ;Full Attack 2 claws +6 melee,or rock +3 ranged;Damage claw 1d4+4,rock 1d6+5; SV Fort +9,Will +4; Strength 18,Constitution 19; Jump +12. A bacchae can fly into a rage once per encounter.

At the end of the rage,the creature is fatigued (-2 Strength,-2 Dexterity, can’t charge or run) for the duration of the encounter.

Rend (Ex): If a bacchae hits with both claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+3 points of damage (2d4+6 points if the bacchae is raging).

Spell-Like Abilities:3/day – charm person, hideous laughter;

1/day – emotion .

Caster level 7th; save DC 11 +spell level.

Outsider Traits: Bacchae have Darkvision (60-foot range).They cannot be raised or resurrected (though a wish or miracle spell can restore life).

Bacchae Society

Bacchae travel in groups and are never found singly. A bacchae band can see no purpose or need beyond its own revelry. While bacchae are rarely cruel or malevolent, they can be exceedingly careless of other people’s property and lives.

Bacchae are on good terms with all sorts of fey, such as dryads, satyrs, and spritescentaurs and hardier elves (usually wild elves) are also common members of bacchae revels. Most other beings are considered ‘fair game’ for the bacchae to taunt, challenge, drink with, or kill out-right. Musicians, brewers, and vintners are usually spared their wrath, however.

Bacchae take a dim view of any authority figure or group that tries to impose any sort of rules on their debauched lifestyle. They are staunch opponents of lawful beings of all kind and, as a result,are hunted by such organizations wherever they go.

Bacchae Characters

The bacchae’s revelry forms their sole,all-consuming activity. They simply don’t give it up for any reason or cause. Thus, they lack the ambition or discipline to pursue any character class.In most campaigns, bacchae are unsuitable as player characters.

Bacchae and Deities and Demigods

If you are using the Olympian pantheon presented in Deities and Demigods, bacchae are devotees of Dionysus.Their native plane in the Olympian cosmology is, naturally, Olympus.

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