Demon Babau

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de Vauce-Hours Date ca. 1460 de Vauce-Hours Date ca. 1460
Medium outsider (Chaotic, Extraplanar, Evil)
Hit Dice 7d8+35 (66 hp)
Initiative +1
Speed 30 ft. (6 squares)
Armor Class 19 (+1 Dexterity, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple +7/+12
Attack Claw +12 melee (1d6+5)
Full Attack 2 claws +12 melee (1d6+5) and bite +7 melee (1d6+2)
Space/Reach 5 ft./5 ft.
Special Attacks Sneak attack +2d6, spell-like abilities, summon demon
Special Qualities Damage reduction 10/cold iron or good, Darkvision 60 ft., immunity to electricity and poison, protective slime, resistance to acid 10, cold 10, and fire 10, Spell Resistance 14, telepathy 100 ft.
Saves Fort +10, Ref +6, Will +6
Abilities Strength 21, Dexterity 12, Constitution 20, Intelligence 14, Wisdom 13, Charisma 16
Skills Climb +15, Disable Device +12, Disguise +13, Escape Artist +11, Hide +19, Listen +19, Move Silently +19, Open Lock +11, Search +20, Sleight of Hand +11, Survival +1 (+3 following tracks), Rope Use+1 (+3 with bindings)
Feats Cleave, Multiattack, Power Attack
Environment A chaotic evil-aligned plane
Organization Solitary or gang (3-6)
Challenge Rating 6
Treasure Standard
Alignment Always chaotic evil
Advancement 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment -

A babau is about 6 feet tall and weighs about 140 pounds.


Babaus are sneaky and sly. They attack the most powerful foe first, hoping to eliminate the true threats quickly and then toy with the rest. When ambushing their opponents, they make excellent use of the combination of multiple attacks and sneak attacks.
A babau's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Sneak Attack (Ex): A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking.

Spell-Like Abilities: At will-darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only).

Caster level 7th.

Protective Slime (Su): A slimy red jelly coats the babau's skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon's hardness does not reduce this damage. A magic weapon may attempt a DC 18 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 18 Reflex save. The save DCs are Constitution-based.

Summon Demon (Sp):Once per day a babau can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

Skills: Babaus have a +8 racial bonus on Hide, Listen, Move Silently, and Search checks.


Originally Posted by

Evandar_TAybara of the Wizards Community forums.

On this thread

Characters with ranks in Knowledge (the Planes) can learn more about babaus. When a character makes a successful skill check, the following lore is revealed, including the lore from the lower DCs.

Knowledge (the Planes)
DC Result
16 This gaunt, abyssal creature is a babau, a demon that specialises in stealth and assassination. This result reveals all outsider and tanar'ri traits.
21 As well as its natural attacks, a babau can also take advantage of foes that it catches unaware to place a telling blow, much like a trained rogue does. Babau speak Abyssal, Celestial and Draconic.
26 Resistant to many forms of attack, babau are, however, vulnerable to good aligned weapons, and those made of cold iron. They do however have a protective coat of acidic slime which can damage or destroy most things that touch it.
31 Babau have a limited range of spell-like abilities. They can at will cast the following: darkness, dispel magic, see invisibility and greater teleport.


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