Library / Bestiary

Demon, Babau

CR 6.00 Outsider CE Medium
This emaciated figure looks like a horned human skeleton smothered within a bone-tight hide of slimy leather.

The babau is an assassin, a murderer, and a sadist—certainly not traits unusual in the demons, yet the babau's penchant for stealth and surprise sets it apart from its generally less-subtle kin. With no need to eat (although most babaus relish the flavor of mortal meat on their thin, raspy tongues), a babau can wait in ambush for years or decades—their inhuman patience in anticipating a well-conceived murder also setting them apart from the other denizens of the Abyss. Babaus obsess over the act of killing and take great pride in their grisly art, often leaving behind some form of grim marker or obscure signature, whether it be a distinctive modus operandi, an unnerving token, or other profane evidence.

A babau typically carries a longspear or other weapon with which it can strike at foes beyond its normal reach, but given the opportunity, a babau prefers to fight with its teeth or claws. The foul, caustic sludge that constantly seeps from their flesh prevents them from wearing armor unless it is specially treated or resistant to acid.

A babau is 6 feet tall but weighs only 140 pounds. They form from mortal souls of lone killers—those who, in life, took pleasure in more personal and intimate murders. Loosed upon the Material Plane, a babau often finds itself in the same role, haunting the shadowy corners of the world as remorseless assassins.

STR
21
DEX
13
CON
20
INT
14
WIS
13
CHA
16
HP
73 (7d10+35)
AC
19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
Speed
30 ft.
Init
+5
Melee
2 claws +12 (1d6+5), bite +12 (1d6+5) or longspear +12/+7 (1d8+7/x3), bite +7 (1d6+2)
Space
5 ft.
Reach
5 ft. (10 ft. with longspear)
BAB
+7
CMB
+12
CMD
23
Fort
+10
Ref
+6
Will
+5
DR
10/cold iron or good
SR
17
Defensive Abilities
protective slime
Racial Modifiers
+8 Perception, +8 Stealth

Weapons: Martial, Simple

sneak attack +2d6

Combat Reflexes from Feat

<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>

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

Iron Will from Feat

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

Skill Focus from Feat

<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>

Acrobatics +11, Climb +12, Disable Device +11, Escape Artist +11, Perception +19, Sense Motive +11, Sleight of Hand +11, Stealth +22

spell-like abilities:
Constant—See Invisibility, At will—Darkness, At will—Dispel Magic, At will—Teleport, Greater
Details
Type
Outsider
Alignment
CE
Size
Medium
Environment
any (Abyss)
Organization
solitary, pair, or gang (3-8)
Treasure
standard (longspear, other treasure)
Senses
darkvision 60 ft., see invisibility; Perception +19
Languages
Abyssal, Celestial, Draconic; telepathy 100 ft.
Source
Bestiary
Sources Used in This Record
8 House/Core
  • Uses feat: Combat Reflexes (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: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Skill Focus (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: Darkness (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, Greater (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.