Size:
Medium
Type:
Fiend
Form:
Temper:
fiendish
# App:
1d8
Lair:
Diet:
Combat Dice: 0
Hit Points: 12 + 1d6
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: soldier
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) piercing damage.
Action
Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 4 (1d8) acid damage.
Action
Multiattack
The babau makes one Bite attack and two Claw attacks.
Action
Summon
(1/day)The babau has a 40% chance to summon 1 babau. The summoned demon appears in an unoccupied space within 60 feet of the babau, but can't summon other demons. It remains for 1 minute, until it or the first babau is slain, or until the first babau takes an action to dismiss it.
Special
3/day
dispel magic
Special
At will
darkness, see invisibility
Special
Innate Spellcasting
The babau's innate spellcasting ability is Charisma (spell save DC 14). It can cast the following spells without requiring material components.
Special
Protective Slime
Any creature that touches the babau, or hits it with a melee attack while within 5 feet takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the babau corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the babau is destroyed after dealing damage.

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
Protective Slime
A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a See Invisibility Telepathy natural attack or unarmed strike takes 1d6 acid damage from this slime if it fails a Breath save. A creature that strikes a babau with a melee weapon must make a save or the weapon takes this same amount of acid damage; if this damage penetrates the weapon's AC, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.
Special
zz
You can See Invisibility, as per the spell, as a constant ability.
Special
zz
You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Combat Reflexes
Action
Feat 2
Improved Initiative
Action
Feat 3
Iron Will
Action
Feat 4
Skill Focus (Stealth)
Action
Melee 1
2 claws +12 (1d6+5)
Action
Melee 2
bite +12 (1d6+5) or longspear +12/+7 (1d8+7/x3)
Action
Melee 3
bite +7 (1d6+2)
Special
1/day-summon (level 3, 1 babau at 40%)
1/day-summon (level 3, 1 babau at 40%)
Special
At will
darkness, dispel magic, greater teleport (self plus 50 lbs. of objects only)
Special
Constant
see invisibility
Special
Protective Slime (Su)
A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 to all saves vs. magic
Ability
Critical Failure
As failure, except the weapon used to Strike the babau becomes broken, unless the weapon is made of a material that is immune to acid.
Ability
Critical Success
The attacker is unaffected.
Ability
Divine Innate Spells
DC 24; 5th dimension door; 4th dimension door (at will); 2nd darkness; Constant (5th) see invisibility
Ability
Failure
The attacker takes 2d6 acid damage.
Ability
Grievous Strike
The babau attacks with the intent of creating a particularly horrific and gory wound. The babau makes a melee Strike. This counts as two attacks when calculating the daemon's multiple attack penalty. If this Strike hits, the babau deals an additional 2d6 damage of the same damage type, and the creature struck is frightened 2.
Ability
Mercy Vulnerability
Babaus revel in gore, and when wounds are healed, they recoil in pain. When a creature heals from damage that the babau dealt on their last turn with Grievous Strike, sneak attack, or a critical hit, the demon takes 4d6 mental damage. The babau can take this mental damage only once per round.
Ability
Reactive Slime [Reaction]
Circumstance: Trigger: A creature within the babau's reach successfully hits th
Trigger: A creature within the babau's reach successfully hits the babau with a Strike; Effect The babau excretes a gout of acidic, bloodlike slime against the attacker and its weapon. The attacker must attempt a DC 24 Reflex save.
Ability
Rituals
DC 24; 1st abyssal pact
Ability
Sneak Attack
The babau's Strikes deal an extra 2d6 precision damage to flat-footed creatures.
Ability
Success
The attacker takes 1d6 acid damage.
Offense
Melee
Circumstance: combat round (melee)
longspear +17 [+12/+7] (evil, magical, reach 10 feet), Damage 1d8+7 piercing plus 1d6 evil
Trait
Demon
A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Item
+1 longspear
Language
Abyssal
Celestial
Draconic
telepathy 100 feet
Perception
darkvision
see invisibility
Resistance
acid 10
Weakness
cold iron 5
good 5