Library / Bestiary

Baregara

CR 12.00 Outsider CE Large HD 16
This lumbering apelike monster has blood-red fur, twisted horns, and a hideous fanged orifice set in the center of its chest.

Although natives of the Abyss that often serve as minions for powerful demons or demon lords, baregaras are not in fact demons themselves. Some scholars classify them as “proto-demons”—monsters like bebiliths or xacabras that could perhaps someday complete their supernatural evolution into full demonic glory, but that have not quite yet reached that end. Of course, to the baregara's victims, these debates are incidental.

In the Abyss, baregaras form small troops just like the apes of the Material Plane. These troops are led by the strongest fighter or an individual anointed by a powerful demon the baregara troop serves. Rivalries between troops are part of a complex hierarchy that is all but incomprehensible to non-baregaras, but planar scholars have observed that all baregaras take trophies from notable kills, and that these grisly mementos play some role in establishing the convoluted social standing of the troop leaders and their followers.

Even when knuckle-walking on their enormous hands, baregaras stand over 12 feet high when measured to the top of their horns, and their dense bodies can weigh up to 1,500 pounds.

HP
168 (16d10+80)
AC
25, touch 13, flat-footed 21 (+4 Dex, +12 natural, -1 size)
Init
+8
Speed
30 ft., climb 40 ft.
Fort
+15
Ref
+14
Will
+10
BAB
+16
CMB
+25 (+29 grapple)
CMD
39
Melee
bite +23 (1d8+8), 2 claws +23 (1d10+8 plus grab), gore +23 (1d8+8)
Space
10 ft.
Reach
10 ft.
DR
10/good
SR
23
str
26
+8
dex
19
+4
con
20
+5
int
15
+2
wis
16
+3
cha
17
+3

Weapons: Martial, Simple

Devouring grapple — The mouth at the center of a baregara's chest automatically deals 2d8+4 points of damage per round to any creature the baregara successfully grapples.

Monstrous Challenge — As a standard action, a baregara can make an Intimidate check to demoralize an opponent. If this check is successful, the baregara surges with power and gains a +4 enhancement bonus to Strength and Constitution for 10 minutes. This ability is usable three times per day.

One-Armed Hold — A baregara's huge arms allow it to initiate and maintain a grapple without the standard –4 penalty for not having both hands free.

Universal Monster Rules

Grab (claws) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.

Special Abilities

Devouring Grapple from text
The mouth at the center of a baregara's chest automatically deals 2d8+4 points of damage per round to any creature the baregara successfully grapples.
Monstrous Challenge from text
As a standard action, a baregara can make an Intimidate check to demoralize an opponent. If this check is successful, the baregara surges with power and gains a +4 enhancement bonus to Strength and Constitution for 10 minutes. This ability is usable three times per day.
One-Armed Hold from text
A baregara's huge arms allow it to initiate and maintain a grapple without the standard –4 penalty for not having both hands free.

Feats, Traits & Items

Critical Focus from Feat

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Situational: to confirm critical hits: +4 circumstance attack rolls

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative

Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Quicken Spell-Like Ability (hold person) from Feat

Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).

Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.

The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see the table below.

A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.

Step Up from Feat

Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Throw Anything from Feat

You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Situational: thrown splash weapons: +1 circumstance attack rolls

Acrobatics +15, Bluff +14, Climb +27, Diplomacy +11, Intimidate +30, Knowledge (nature) +10, Knowledge (planes) +13, Perception +22, Sense Motive +14, Stealth +19, Survival +19, Swim +16

spell-like abilities:
Constant—See Invisibility, At will—Dispel Magic, At will—Teleport, 3/day—Hold Person (DC 16), 1/day—Unholy Blight (DC 17)
Details
Type
Outsider
Alignment
CE
Size
Large
Environment
warm forests (Abyss)
Organization
solitary, pair, or troop (3-5)
Treasure
standard
Senses
darkvision 60 ft.; Perception +22
Languages
Abyssal, Celestial, Common, Draconic; telepathy 100 ft.
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
12 House/Core 1 Recognized publisher
View references and cross-links for Baregara

This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.

How publishing works Browse worlds
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.