Babau | CR 6 |
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Always CE Medium Outsider (Chaotic, Extraplanar, Evil) Init +1; Senses darkvision 60 ft.; Listen +19, Spot +1 Languages Abyssal, Celestial, Draconic; telepathy 100 ft. |
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AC 19, touch 11, flat-footed 18; protective slime hp 66 (7 HD); DR 10/cold iron or good Immune electricity, poison Resist acid 10, cold 10, fire 10; SR 14 Fort +10, Ref +6, Will +6 |
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Speed 30 ft., Melee 2 claws +12 (1d6+5) and bite +7 (1d6+2) Space 5 ft.; Reach 5 ft. Base Atk +7; Grp +12 Atk Options Cleave, Power Attack, sneak attack +2d6 Special Actions summon demon Spell-like Abilities (CL 7): At will—darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only) |
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Abilities Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 16 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 +20, Sleight of Hand +11, Survival +1 (+3 following tracks), Use Rope +1 (+3 with bindings) Advancement 8-14 HD (Large); 15-21 HD (Huge) |
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Protective Slime (Su) A slimy red jelly coats the babau's skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon's hardness does not reduce this damage. A magic weapon may attempt a DC 18 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 18 Reflex save. The save DCs are Constitution-based.
Sneak Attack (Ex) A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking.
Summon Demon (Sp) Once per day a babau can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.
Skills Babaus have a +8 racial bonus on Hide, Listen, Move Silently, and Search checks. |