Demon, Babau (Tanar'ri)

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Medium-Size Outsider (Chaotic, Evil)
Hit Dice: 8d8+16 (52 hp)
Initiative: +3 (Dex)
Speed: 40ft.
Armor Class: 25 (+3 Dex, +12 natural)
Base Attack/Grapple: 0
Attack: 0
Full Attack: 2 claws +12 melee, gore +7 melee
Space/Reach: 5ft. by 5ft./5ft.
Special Attacks: Spell-like abilities, corrosive slime, gaze, sneak attack, summon tanar’ri 0
Special Qualities: Damage reduction 10/+1, SR 21, tanar’ri qualities 0
Saves: Fort +8, Ref +9, Will +8
Abilities: Str 19, Dex 17, Con 15, Int 18, Wis 14, Cha 130
Skills: Bluff +12, Concentration +13, Hide +14, Knowledge (any one) +15, Listen +14, Move Silently +14, Search +15, Sense Motive +13, Spellcraft +15, Spot +140
Feats: Blind-Fight, Cleave, Power Attack 0
Environment: Any land or underground
Organization: Solitary or pair
Challenge Rating: 12
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 9-12 HD (Medium-size); 13-24 HD (Large)
Level Adjustment: 0
Babau are thin, skeletal fiends, covered in red muck-stained black leathery skin. A single horn sprouts from atop their cranium.For more information see the Planescape Monstrous Compendium Appendix I (pg. 95).0Combat

Spell-Like Abilities: At will - darkness, desecrate, detect good, dispel magic, fear, fly, heat metal, levitate, polymorph self, and teleport without error (self and 50 pounds of objects only). These abilities are as the spells cast by a 10th level sorcerer (save DC 11 + spell level).

Corrosive Slime (Ex): Babau produce a slick, dark red slime that contains a highly corrosive substance. The slime is particularly effective against steel.

A babau’s mere touch deals 1d6 points of damage to organic creatures or objects. Against metallic creatures or objects, a babau’s slime deals 2d6 points of damage. Metallic weapons that strike a babau dissolve immediately unless the wielder succeeds at a Reflex save (DC 17). Magical weapons lose 1 point of their enhancement bonus each time until they become non-magical and dissolve.

Creatures attacking the babau with natural weapons take damage from the slime each time their attacks hit unless they succeed at Reflex saves (DC 17).

The babau take only half damage from piercing or slashing weapons due to the slippery slime.

Gaze (Su): As ray of enfeeblement, 20 feet range, Fortitude save (DC 15).

Sneak Attack (Ex): Babau can sneak attack just like a 9th level rogue, causing additional 5d6 points of damage in a successful sneak attack.

Summon Tanar’ri (Sp): Once per day a babau can attempt to summon 2d10 dretches or another babau with a 35% chance of sucess.

Skills: Babau receive a +8 racial bonus to Listen and Spot checks.0Habitat/SocietyThese fiends are watched closely by the true tanar'ri for they are the recruiters to the Blood War general marilith, balors and others. Sometimes these come to aid babau in combat. That is enough to make most tanar'ri wary of trying to attack them. Regardless, the babau defend well enough alone. They roam the layers seeking lesser and greater tanar'ri that could be of value to their armies. For this capacity they are also valued as defenders of borderlands and trackers, rarely staying in the same place for long.0EcologyA babau corrupts the environment with its mere presence, oozing muck from its pores that corrodes and destroys vegetation. In the Abyss, they belong in layers of great mobs were they cannot be alienated and their acidic skin keeps other fiends away. It is said that a rare variation of babau exists that serves other purposes entirely.0

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