Bariaur Defender of Ysgard (CR 9)
AC: 15 (+1 size, +4 +1 studded leather barding, +2 +1 light spiked wooden shield), touch 9, flat-footed 15
Hit Dice: 3d8+3 plus 6d8+6 (49 hp)
Fort +9, Ref +8, Will +5 (+7 against spells and spell-like qualities)
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +9; Grapple +15
Attack: +1 scimitar +12 melee or masterwork composite longbow +9 ranged or hoof +10 melee
Full Attack: +1 scimitar +12/+7 melee or +1 scimitar +10/+5 melee and light spiked shield +10/+5 melee
Damage: +1 scimitar 1d6+3/18-20, +1 light spiked shield 1d4+1, masterwork composite longbow 1d8+3/x3
Special Attacks/Actions: Powerful charge 2d6+2, favored enemies (+4 against evil outsiders, +2 against evil humanoids), improved combat style (two-weapon combat)
Abilities: Str 15, Dex 10, Con 13, Int 10, Wis 11, Cha 9
Special Qualities: Animal companion, SR 17, wild empathy, Ranger 6
Feats: Endurance; Improved Two-Weapon Fighting; Point Blank Shot; Power Attack; Precise Shot; Stealthy; Track; Two-Weapon Fighting; Weapon Focus (scimitar)
Skills: Diplomacy +1, Handle Animal +9, Heal +9, Hide +8, Jump +8, Move Silently +11, Ride +2, Sense Motive +6, Spot +8, Survival +6, Tumble +2, and listen +8
Advancement: By character class
Climate/Terrain: Heroic Domains of Ysgard
Organization: Solitary or patrol (3-12)
Book of Exalted Deeds
Animal Companion (Ex): Bariaur defenders of Ysgard tend to have a badger, eagle, hawk, or owl as their companion.
Spell Prepared (1): 1st - eyes of the avoral. Caster level 1st; save DC 10 + spell level.
Wild Empathy (Ex): This ability works exactly as the ranger's wild empathy class feature.
Possessions: +1 studded leather barding, +1 light spiked wooden shield, +1 scimitar, masterwork composite longbow (+2 Str bonus) with 20 +1 arrows.
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).