Planescape Monstrous Supplement


Tanar’ri, Greater – Babau

Size / Type

Medium-size Outsider (Chaotic, Evil)

Hit Dice

8d8+32 (68)

Initiative

+9 (+5 Dex, +4 Feat)

Speed

40ft.

Armor Class

23 (+5 Dex, +8 Natural)

Attacks

2 Claws +15 (or by weapon +15/+10), horn +10

Damage

Claw 1d4+8 (or by weapon +7), horn 2d4+3 and 1d6 acid

Face / Reach

5ft by 5ft / 5ft

Sp. Attacks

Gaze, corrosive skin, spell-like abilities, gate, sneak attack +5d6

Sp. Qualities

SR21, DR 10 / [+1 and (lawful or silver)], telepathy, tanar’ri, outsider, improved uncanny dodge, trap sense +3, trapfinding, evasion

Saves

Fort +13

Ref +14

Will +12

Abilities

Str 25

Dex 21

Con 19

Int 18

Wis 17

Cha 17

Skills

Balance +10, Bluff +15, Climb +18, Decipher Script +8, Disable Device +7, Escape Artist +10, Hide +17, Listen +15, Move Silently +17, Open Lock +8, Search +6, Sleight of Hand +6, Spot +15, Tumble +12, Use Magic Device +15

Feats

Improved Initiative, Blood Warrior (Baatezu), Planewalker Rogue, Dodge

 

Climate

Abyss

Organization

Solitary or pair

Rating (CR)

10

Treasure

Standard

Alignment

Always Chaotic Evil

Advancement

9 – 24 HD (Medium)

 

 

· Gaze: Anyone within 20’ who meets the babau’s gaze must succeed at a Fortitude save (DC17) or become affected as by a ray of enfeeblement as cast by an 8th level sorcerer.

· Corrosive Skin: Babaus generate a slick, dark red substance that covers their bodies. The slippery jelly halves damage from all slashing and piercing weapons(after calculating DR if applicable), and it has a corrosive quality. Metal weapons must succeed at a Fortitude save (DC17) or become corroded. Normal weapons become useless if corroded, and magical weapons lose one ‘plus’ of enchantment every time they are affected with corrosion until destroyed. Further, if the liquid comes into contact with exposed flesh (during grappling attacks or other contact) is burns for 1d6 of acid damage.

· Spell-like Abilities: At will – Dispel Magic, Fear, Fly, Heat Metal, Levitate, and Polymorph Self.

· Gate: Once per day they can attempt to gate in 1d6 cambions or 1 babau with a 40% chance of success. Also there’s a 20% chance that a True Tanar’ri (randomly determined) comes into aid of a babau in trouble.

· Rogue Abilities: The babau have the abilities of a 9th level rogue, including: sneak attack +5d6, trapfinding, trap sense +3, improved uncanny dodge, evasion, and access to skill and skill limits.

· Tanar’ri Traits:

 

· Spell-like abilities: At will – Darkness, Darkvision, and Greater Teleport.

· Resistances: Cold, fire and gas resistance 20.

· Immunities: Electricity, normal fire, and poison.

 

· Outsider: Darkvision 60 feet. Can’t be raised or resurrected.

 

 



    Melroch Eitheldor @ 2003 - 2004

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