Baregara
Description
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.
Combat Stats
- 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
Ability Scores
Proficiencies
Weapons: Martial, Simple
Special Attacks
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.
Feats
Critical Focus, Improved Initiative, Intimidating Prowess, Iron Will, Power Attack, Quicken Spell-Like Ability (hold person), Step Up, Throw Anything
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
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.
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.
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.
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.
Skills
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
Spells
- 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