Bariaur (CR 3)
Large Outsider (Chaotic, Extraplanar, and Good)
Alignment: Often chaotic good
Initiative: +0; Senses: Listen +8 and Spot +8
Languages: Celestial, Common
AC: 14 (-1 size, +4 scale mail harding, +1 buckler), touch 9, flat-footed 14
Hit Dice: 3d8+3 (16 hp)
Fort +4, Ref +3, Will +3 (+5 against spells and spell-like qualities)
Speed: 30 ft. in scale mail barding, base 40 ft.
Space: 10 ft./10 ft.
Base Attack +3; Grapple +8
Attack: Scimitar +4 melee or composite longbow +2 ranged or hoof +4 melee
Full Attack: Scimitar +3 melee and 2 hooves -1 melee or composite longbow +2 ranged or 2 hooves +4 melee
Damage: Scimitar 1d6+1/18-20, composite longbow 1d8+1/x3, hooves 1d6+2
Special Attacks/Actions: Powerful charge 2d6+2
Abilities: Str 15, Dex 10, Con 13, Int 10, Wis 10, Cha 9
Special Qualities: Bariaur traits, SR 11
Feats: Point Blank Shot; Power Attack
Skills: Diplomacy +1, Handle Animal +5, Hide -1, Jump +5, Listen +8, Move Silently +3, Ride +2, Sense Motive +6, Spot +8, Survival +6, and Tumble -1
Advancement: By character class
Climate/Terrain: Heroic Domains of Ysgard
Organization: Solitary, patrol (3-12 plus 1 3rd-level sergeant and 1 leader of 3rd-6th level), or flock (10-40 plus 100% noncombatants plus 1 3rd-level sergeant per 10 adults, plus 2 5th-level lieutenants, and 2 7th-level captains)
Book of Exalted Deeds
Powerful Charge (Ex): A bariaur often begins a battle by charging at an opponent, lowering its head to smash its horns against a foe. In addition to the normal benefits and hazards of a charge, this allows the bariaur to make a single gore attack that deals 2d6+2 points of bludgeoning damage.
Bariaur Traits (Ex): Bariaurs benefit from the following racial traits:
- Resistant to Spells: +2 racial bonus on Will saves against spells and spell-like qualities.
- Quadruped: As quadrupeds, bariaurs gain a +4 bonus on checks to resist bull rush and trip attacks. They have a carrying capacity 1 1/2 times greater than normal for their Strength. They must wear harding instead of normal armor (see the Armor for Unusual Creatures sidebar in Chapter 7: Equipment of the Player's Handbook) and cannot wear boots designed for humanoids.
Spell Resistance (Ex): Bariaurs gain spell resistance equal to 11 + class level.
Skills: A bariaur's keen senses grant it a +2 racial bonus on Listen and Spot checks (already factored into the statistics given above)
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 good-aligned Outer Planes. Most creatures that have this subtype also have good 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 good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).