Amiel
2010-12-07, 08:36 AM
Demon Subtype: Possessed of a limitless capacity for destruction, demons embody and incite indiscriminate, unending violence and passionate vice. Arising from the very matter of the Abyss itself, they spread across creation like a fecund and weeping sore.
Demons possess a particular suite of traits (unless otherwise noted in a creature's entry) as summarised here:
* Summon (Sp) Demons share the ability to summon others of their kind, typically another of their type or a small number of less powerful demons.
Demons are loathe to expend this power, preferring to ravage and soil upon their enemy.
* Telepathy 100 ft.
* A demon's natural weapons, as well as any weapon it wields, is treated as chaotic and evil for the purpose of resolving damage reduction.
* Rage (Ex) Demons debase in excessive hatred and conflict. As noted in a creature's entry, this innate rage manifests itself a number of times per day as the demon loses itself to a corrupted madness.
* Ravaged (Ex) Warped and twisted by the Abyss, and inhabiting an infinity of layers, demons differ in their spiritual make up and immunities and resistances.
Typically, most demons possess:
* Immunity to electricity and poison.
* Resistance to acid 10, cold 10, and fire 10.
Some demons possess innate class abilities, usually to the balance of their hit dice.
* Demons do not need to breathe, eat or sleep.
Babau
Demon, Greater
Medium Outsider (Chaotic, Demon, Extraplanar, Evil)
Hit Dice: 11d10+55 (115 hp)
Initiative: +9
Speed: 30 ft.
Armor Class: 23 (+5 Dex, +8 natural), touch 15, flat-footed 18
Base Attack/Grapple: +11/+16
Attack: Claw +16 melee (1d6+5)
Full Attack: 2 claws +16 melee (1d6+5) and bite +16 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Enfeebling gaze, sneak attack +6d6, spell-like abilities, summon demon
Special Qualities: Corrosive slime, damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, rage, resistance to acid 10, cold 10, fire 10, spell resistance 22, telepathy 100 ft.
Saves: Fort +12, Ref +14, Will +6
Abilities: Str 21, Dex 21, Con 20, Int 17, Wis 13, Cha 16
Skills: Acrobatics +15, Climb +12, Disable Device +19, Escape Artist +16, Intimidate +19, Knowledge (planes) +16, Perception +22, Sense Motive +21, Sleight of Hand +21, Stealth +22
Feats: Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Stealth)
Environment: The Abyss
Organization: Solitary, pair, or gang (3–8)
Challenge Rating: 11
Treasure: Standard
Alignment: Always Chaotic Evil
Corrosive Slime (Su) A layer of corrosive slime coats a babau's skin. Any creature striking a babau with a natural attack or unarmed strike takes 1d8 points of acid damage if it fails a DC 20 Reflex save. A creature that strikes a babau with a weapon must make a DC 20 Reflex save or the weapon takes 1d8 points of acid damage. The save DCs are Constitution-based.
Enfeebling Gaze (Su) Despair and doom is written within a babau's gaze. Any creature within 30 ft. that meets a babau's glowing, malicious orbs must succeed against a DC 20 Will save or be affected as though by a ray of enfeeblement. The gaze attack can only affect one creature per round. Demons are immune to a babau's enfeebling gaze. The save DC is Constitution-based.
Rage (Ex) A babau can rage for 9 rounds per day. While in a rage, a babau gains a +4 vile bonus to its Strength and Constitution, as well as a +2 vile bonus on Will saves. In addition, it takes a –2 penalty to Armor Class. A babau is not fatigued after a rage.
Spell-Like Abilities At will—darkness, detect good, dispel magic, fear, see invisibility, greater teleport (self plus 50 pounds of objects only), heat metal, silence, telekinesis. Caster level 11th.
Summon (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 A babau has a +8 profane bonus on Perception and Stealth checks.
Demons possess a particular suite of traits (unless otherwise noted in a creature's entry) as summarised here:
* Summon (Sp) Demons share the ability to summon others of their kind, typically another of their type or a small number of less powerful demons.
Demons are loathe to expend this power, preferring to ravage and soil upon their enemy.
* Telepathy 100 ft.
* A demon's natural weapons, as well as any weapon it wields, is treated as chaotic and evil for the purpose of resolving damage reduction.
* Rage (Ex) Demons debase in excessive hatred and conflict. As noted in a creature's entry, this innate rage manifests itself a number of times per day as the demon loses itself to a corrupted madness.
* Ravaged (Ex) Warped and twisted by the Abyss, and inhabiting an infinity of layers, demons differ in their spiritual make up and immunities and resistances.
Typically, most demons possess:
* Immunity to electricity and poison.
* Resistance to acid 10, cold 10, and fire 10.
Some demons possess innate class abilities, usually to the balance of their hit dice.
* Demons do not need to breathe, eat or sleep.
Babau
Demon, Greater
Medium Outsider (Chaotic, Demon, Extraplanar, Evil)
Hit Dice: 11d10+55 (115 hp)
Initiative: +9
Speed: 30 ft.
Armor Class: 23 (+5 Dex, +8 natural), touch 15, flat-footed 18
Base Attack/Grapple: +11/+16
Attack: Claw +16 melee (1d6+5)
Full Attack: 2 claws +16 melee (1d6+5) and bite +16 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Enfeebling gaze, sneak attack +6d6, spell-like abilities, summon demon
Special Qualities: Corrosive slime, damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, rage, resistance to acid 10, cold 10, fire 10, spell resistance 22, telepathy 100 ft.
Saves: Fort +12, Ref +14, Will +6
Abilities: Str 21, Dex 21, Con 20, Int 17, Wis 13, Cha 16
Skills: Acrobatics +15, Climb +12, Disable Device +19, Escape Artist +16, Intimidate +19, Knowledge (planes) +16, Perception +22, Sense Motive +21, Sleight of Hand +21, Stealth +22
Feats: Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Stealth)
Environment: The Abyss
Organization: Solitary, pair, or gang (3–8)
Challenge Rating: 11
Treasure: Standard
Alignment: Always Chaotic Evil
Corrosive Slime (Su) A layer of corrosive slime coats a babau's skin. Any creature striking a babau with a natural attack or unarmed strike takes 1d8 points of acid damage if it fails a DC 20 Reflex save. A creature that strikes a babau with a weapon must make a DC 20 Reflex save or the weapon takes 1d8 points of acid damage. The save DCs are Constitution-based.
Enfeebling Gaze (Su) Despair and doom is written within a babau's gaze. Any creature within 30 ft. that meets a babau's glowing, malicious orbs must succeed against a DC 20 Will save or be affected as though by a ray of enfeeblement. The gaze attack can only affect one creature per round. Demons are immune to a babau's enfeebling gaze. The save DC is Constitution-based.
Rage (Ex) A babau can rage for 9 rounds per day. While in a rage, a babau gains a +4 vile bonus to its Strength and Constitution, as well as a +2 vile bonus on Will saves. In addition, it takes a –2 penalty to Armor Class. A babau is not fatigued after a rage.
Spell-Like Abilities At will—darkness, detect good, dispel magic, fear, see invisibility, greater teleport (self plus 50 pounds of objects only), heat metal, silence, telekinesis. Caster level 11th.
Summon (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 A babau has a +8 profane bonus on Perception and Stealth checks.