Demon, Babau

Medium Outsider (Chaotic, Extraplanar, Evil, Tanar’ri) — CR 6

Monster Manual v.3.5 (MM), p. 403.5
Hit Dice
7d8+35 (66 hp)
Initiative
+1
Speed
Land 30 ft
Armor Class
19, touch 11, flat-footed 18
Base Attack / Grapple
+7/+12
Attack
Claw +12 melee (1d6+5)
Full Attack
2 claws +12 melee (1d6+5) and bite +7 melee (1d6+2)
STR
21
DEX
12
CON
20
INT
14
WIS
13
CHA
16
Fort / Ref / Will
+10 / +6 / +6
Challenge Rating
6
Alignment
Always Chaotic-Evil
Organization
Solitary or gang (3–6)
Treasure
Standard
Environment
Infinite Layers of the Abyss
Level Adjustment
Spell Resistance
14
Caster Level
7

Special Abilities

Sneak AttackSpell-Like AbilitiesSummon Tanar'riDamage ReductionDarkvisionImmunity to ElectricityImmunity to PoisonProtective SlimeResistance to AcidResistance to ColdResistance to FireTelepathySpell Resistance

Feats

Reeking of decay, this gaunt humanoid is covered in black, leathery skin. Behind its pointed ears, a large curved horn rises out of the back of its skull. A mouth of jagged teeth takes up half of the foul creature’s head.

Description

Demons are a race of creatures native to the Abyss, a plane of endless evil. They are ferocity personified and will attack any creature just for the sheer fun of it—even other demons. They enjoy terrifying their victims before slaying them and often devour the slain. Many demons, not satisfied with their own iniquity, take pleasure in tempting mortals to become as depraved as they are.

A number of demons belong to a race (and subtype) known as the tanar’ri. The tanar’ri form the largest and most diverse group of demons, and they are the unchallenged masters of the Abyss.

Babaus serve as assassins that strike with a sudden ferocity. They are devious, forming careful plans before going into plans—always making sure that they do not have to engage in a fair fight. Almost every demon lord has a number of babaus employed as spies and killers.

A babau is about 6 feet tall and weighs about 140 pounds.

Combat

Babaus are sneaky and sly. They attack the most powerful foe first, hoping to eliminate the true threats quickly and then toy with the rest. When ambushing their opponents, they make excellent use of the combination of multiple attacks and sneak attacks.

A babau’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

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.

Spell-Like Abilities: At will—darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level 7th.

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.

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.