Bariaur

Large Outsider (Chaotic, Extraplanar, Good) — CR 3

()Updated 3.5

Bariaur is a D&D 3.5 monster from —. CR 3, HD 3d8+3 (16 hp).

Hit Dice
3d8+3 (16 hp)
Initiative
+0
Speed
land 30 ft, 30 ft. in scale mail barding, base 40 ft.
Base Attack / Grapple
+3/+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
STR
15
DEX
10
CON
13
INT
10
WIS
10
CHA
9
Fort / Ref / Will
+4 / +3 / +3
Challenge Rating
3
Alignment
Often chaotic good
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)
Treasure
Standard
Level Adjustment
+2
Spell Resistance
11

Special Abilities

Powerful ChargeBariaur TraitsSpell Resistance

Feats

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. Chaotic Subtype 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). Extraplanar Subtype 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. Good Subtype 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).

Description

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. Chaotic Subtype 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). Extraplanar Subtype 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. Good Subtype 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).