Library / Bestiary

Baregara

CR 12.00 Outsider CE Large
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.

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

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.

Critical Focus from Feat

<p class="stat-block-1"> You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

<p class="stat-block-1"> Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 (&ndash;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 &ndash;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.</p>

Step Up from Feat

<p class="stat-block-1"> 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.</p>

Throw Anything from Feat

<p class="stat-block-1"> 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.</p>

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, 1/day—Unholy Blight
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
Sources Used in This Record
12 House/Core
  • Uses feat: Critical Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Intimidating Prowess (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Step Up (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Throw Anything (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: See Invisibility (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dispel Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Teleport (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Hold Person (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Unholy Blight (Spell)
    House/Core — covered by the site's Section 15.
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.