Library / Bestiary

Humbaba

CR 19.00 Monstrous Humanoid CN Colossal
This towering, horned, lion-faced giant has long, braided hair and is outfitted in various pieces of plate armor.

Humbabas are monstrous humanoids of tremendous size and power that prowl the forgotten places of the world. Although a humbaba has the body of a powerful, muscular human, its face is a twisted mockery that seems more leonine than human. They often braid portions of their manes or otherwise decorate them with skulls and weapons, and prefer to wear half-plate armor and fight with longswords.

The first humbabas were once the favored minions of the demon lord Pazuzu. In those days, humbabas had magnificent birdlike wings. But when the mightiest of the humbabas dared to attack Pazuzu in an ill-conceived attempt to claim the demon lord's throne, Pazuzu punished the entire humbaba race by stripping them of their wings and casting them into the Material Plane. There they now dwell, forever denied the skies and cursed to live lonely lives, incapable of forming even the barest of friendships or alliances with others of their kind.

STR
41
DEX
16
CON
30
INT
11
WIS
24
CHA
21
HP
341 (22d10+220); fast healing 10
AC
34, touch 2, flat-footed 34 (+8 armor, +24 natural, -8 size)
Speed
60 ft. (40 ft. in armor)
Init
+7
Melee
longsword +29/+24/+19/+14 (6d6+22/17-20) or2 slams +29 (2d8+15)
Ranged
rock +18 (2d8+22)
Space
30 ft.
Reach
30 ft.
BAB
+22
CMB
+45
CMD
58
Fort
+17
Ref
+16
Will
+22
SR
30

Weapons: Simple

breath weapon (60-ft. cone, 20d6 fire, DC 31, usable every 1d4 rounds)

rock throwing (180 ft.)

Cleave from Feat

<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a &ndash;2 penalty to your Armor Class until your next turn.</p>

Critical Focus from Feat

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

Improved Bull Rush from Feat

<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>

Improved Critical from Feat

<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</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>

<p class="stat-block-1"> Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.</p>

Vital Strike from Feat

<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>

Climb +34, Intimidate +45, Perception +32, Survival +32

spell-like abilities:
Constant—True Seeing, 3/day—Shout, Greater, 1/day—Destruction, 1/day—Earthquake, 1/day—Power Word Stun
Details
Type
Monstrous Humanoid
Alignment
CN
Size
Colossal
Environment
any forests
Organization
solitary
Treasure
standard (masterwork half-plate, longsword, other treasure)
Senses
darkvision 120 ft., true seeing; Perception +32
Languages
Abyssal, Common, Giant
Source
Bestiary 3
Sources Used in This Record
15 House/Core
  • Uses feat: Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Critical Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Bull Rush (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Critical (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: Staggering Critical (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Vital Strike (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: True Seeing (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Shout, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Destruction (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Earthquake (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Power Word Stun (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.