Babau (CR 6)
AC: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Hit Dice: 7d8+35 (59 hp); DR: 10/cold iron or good
Fort +10, Ref +6, Will +6
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +7; Grapple +12
Attack: Claw +12 melee
Full Attack: 2 claws +12 melee and bite +7 melee
Damage: Bite 1d6+2, Claw 1d6+5
Special Attacks/Actions: Sneak attack +2d6, spell-like abilities, summon Tanar'ri
Abilities: Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 16
Special Qualities: immunity to electricity and poison, protective slime, resistance to acid 10, cold 10, and fire 10, SR 14
Feats: Cleave; Multiattack; Power Attack
Skills: Climb +15, Disable Device +12, Disguise +13, Escape Artist +11, Hide +19, Listen +19, Move Silently +19, Open Lock +11, Search +15, Sleight of Hand +11, Survival +1 (+3 following tracks), and Use Rope +1 (+3 with bindings)
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Climate/Terrain: Infinite Layers of the Abyss
Organization: Solitary or gang (3-6)
Sneak Attack (Ex): A babau can make a sneak attack like a rogue, inflicting +2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking.
Spell-like Abilities: At will - darkness, desecrate, cause fear, dispel magic, fly, see invisibility, telekinesis, teleport without error (self plus 50 pounds of gear only); 1/day - wrack. Caster level 7th; save DC 13 + spell level.
Weakness Gaze (Su): A babau has a gaze attack that deals 1d3 points of Strength damage to any creature that fails its Fortitude save (DC 16).
Protective Slime (Ex): Because of the slippery, slimy jelly that coats its skin, a babau takes half damage from slashing and piercing weapons. Further, any weapon that strikes it is corroded and ruined by a touch of the goo. A magic weapon must succeed at a Reflex save (DC 17) or be corroded and ruined. Bare flesh exposed to the slime (through unarmed attacks or grappling) automatically takes 1d6 points of acid damage per round or per strike.
Summon Tanar'ri (Sp): Once per day a babau can attempt to summon 1 babau with a 40% chance of success.
Skills: Babaus receive a +8 racial bonus on Hide, Listen, Move Silently, and Search checks.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
Most demons encountered outside of the Abyss are tanar'ri. The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. They are the unchallenged masters of the Abyss at this time. The first tanar'ri were forged from the souls of the first humanoids drawn to the Abyss. Most tanar'ri incorporate humanoid features into their forms as a result of their close ties to the mortal realm.
Traits: A tanar'ri possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to electricity and poison.
- Resistance to acid 10, cold 10, and fire 10.
- Summon (Sp): Tanar'ri share the ability to summon others of their kind (the success chance and kind of tanar'ri summoned are noted in each monster description). Between their arrogance and disdain for owing favors to one another, however, tanar'ri are often reluctant to use this power until they are in obvious peril.