Babau pathfinder

Pathfinder

The great weakness of demons is a holy or other good weapon. When dealing with demons, it is best to remember that they abide by no contract other than power, and displaying power—or at least hints of it—is key to keeping them under control. Their magic circle is made of powdered cold iron.

All demons are immune to electricity and poison effects. Many have other resistances based on their forms and chaotic natures.

Demon, Nabasu

Babau SR 17 : Any sacrifice for a babau must involve an intelligent creature, which the demon must be allowed to rend and utterly destroy. Balor SR 31 : Balors do not come when summoned, and actively resist calls.

Only the offer of a bound CR 15 lawful or good outsider, or a helpless paladin or cleric of 15th level or higher, dims their rage at being snatched from their home. Even thus placated, they will surely seek revenge unless the mortal they face demonstrates a greater power.

babau pathfinder

The best sacrifice for a dretch is the promise that it can spend at least a third of its time in servitude resting. Glabrezu SR 24 : These treacherous demons peddle in secrets that destroy, and to bring them to the Material Plane as interested negotiators, the caster must know secrets that can destroy influential families, bring down nations, or otherwise befoul the bedrock of society.

Hezrou SR 22 : Expensive poisons and powerful potions worth at least gp can pique the interest of these toadlike demons.

Kalavakus SR 21 : These horned demons almost always barter for slaves in return of their services. Nabasu SR 19 : These demons love nothing more than devouring or enslaving humanoids so they can grow fatter and stronger. Nalfeshnee SR 25 : These demons love knowledge, especially that within their specialties of manipulation and greed.

Nalfeshnees bargain knowledge for knowledge, but never give more than they gain. Omox SR 23 : These slimy demons enjoy the destruction of beautiful things. Quasit : Even more pathetic than the dretch, the quasit seeks only the assurance that it can return to the Abyss when its task is complete. Shadow Demon SR 17 : The shadow demon asks merely for the shell of a beautiful person to wear for the duration of its servitude.

It does not care whether that shell is pure or impure. Shemhazian SR 27 : These powerful demons serve mortal spellcasters for only one price—when their service is done, they get to kill and devour the binder. This makes attempts to control them very rare.

Succubus SR 18 : The primary joy of the succubus is in destroying innocence and love; offering a child, virgin, or a beloved family member of the caster suffices to gain the interest of the succubus.

Half-Babau

Vrock SR 20 : The vrock loves to despoil and befoul things of great beauty. Artwork worth at least gp or a living, intelligent creature to destroy are equally desirable sacrifices. As their dance of ruin attack is more powerful the more vrocks are involved, they are often conjured and bribed in groups.

babau pathfinder

Vrolikai SR 30 : These transformed nabasus hate being summoned to the Material Plane, believing their time there is over and they are meant for greater things.Toggle Theme. Where their more lawful counterparts, the devils of Hell, seek to twist mortal minds and values to remake and reshape them into reflections of their own evil, demons seek only to maim, ruin, and feed.

They recruit mortal life only if such cohorts speed along the eventual destruction of hope and goodness. Death is, in some ways, their enemy—for a mortal who dies can often escape a demon's depredations and flee to his just reward in the afterlife. It is the prolonging of mortal pain and suffering that fuels a demon's lusts and desires, for it is partially from mortal sin and cruelty that these monstrous fiends were born.

Demons are the most prolific and among the most destructive of the fiendish races, yet despite what some lore might preach, they were not the first forms of life to rise in the stinking pits of ruin and cruelty known across the multiverse as the Abyss. Before the first fledgling deity gazed upon reality, before mortal life drew its breath, before even the Material Plane itself had fully formed, the Abyss was infested with life. Today, because of the influence of sinful mortal souls upon the Abyss, mixed with unholy tamperings at the hands of the daemonic keepers of Abaddon and the cruel whims of fate and evolution, the rule of the qlippoth has receded.

The proto-demons dwell now in the noxious and forgotten corners of the Abyss, and the far more fecund and prolific demons rule now in their stead. With each evil mortal soul that finds its way into the Abyss, the ranks of the demonic hordes grows—a single soul can fuel the manifestation of dozens or even hundreds of demons, with the exact nature of the sins carried by the soul guiding the shapes and roles of the newly formed fiends. The Abyss is a vast some say infinite realm, far larger than any other plane save possibly the primal chaos of the Maelstrom itself.

As befits such a vast and varied realm, the demonic host is likewise diverse. Some carry in their frames humanoid shapes, while others are twisted beasts. Some flop on land while others flap in air or sea.

Some are schemers and manipulators of emotion and politics, others are destructive engines of ruin. Yet all demons work to the same goal—pain and suffering for mortal life in all its forms. Yet despite this, mortals have sought demonic aid since the start.

Be it an instinctual draw to self-destruction or a misguided lust for power, conjurers to this day continue to draw forth demons with forbidden magic. Some conjure demons for lore, while others call upon them to serve as assassins or guards. Demons view such summoners with a mix of hatred and thanks, for most demons lack the ability to come to the Material Plane to wreak havoc on their own.

They depend on the mad to call them up from the Abyss, and while they gnash their fangs and rail against the commands and strictures enforced, most demons find ways to twist their summoners' demands so that even the most tightly controlled demonic slave leaves a trace of ruin and despair in its wake.

babau pathfinder

More often than not, a foolish spellcaster makes a fatal mistake in the conjuring and pays for it with blood, unwittingly releasing a terrible blight upon the world as his conjuration breaks free of his control. The truly mad call upon demons to offer themselves, both body and soul, in the misguided belief that alliance with the demonic can buy salvation and protection when the demonic apocalypse finally comes to call.Speed 30 ft.

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. Environment any Abyss Organization solitary, pair, or gang 3—8 Treasure standard longspear, other treasure.

The babau is an assassin, a murderer, and a sadist—certainly not traits unusual in the demons, yet the babau's penchant for stealth and surprise sets it apart from its generally less-subtle kin. With no need to eat although most babaus relish the flavor of mortal meat on their thin, raspy tonguesa babau can wait in ambush for years or decades—their inhuman patience in anticipating a well-conceived murder also setting them apart from the other denizens of the Abyss. Babaus obsess over the act of killing and take great pride in their grisly art, often leaving behind some form of grim marker or obscure signature, whether it be a distinctive modus operandi, an unnerving token, or other profane evidence.

A babau typically carries a longspear or other weapon with which it can strike at foes beyond its normal reach, but given the opportunity, a babau prefers to fight with its teeth or claws. The foul, caustic sludge that constantly seeps from their flesh prevents them from wearing armor unless it is specially treated or resistant to acid.

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A babau is 6 feet tall but weighs only pounds. They form from mortal souls of lone killers—those who, in life, took pleasure in more personal and intimate murders. Loosed upon the Material Plane, a babau often finds itself in the same role, haunting the shadowy corners of the world as remorseless assassins.

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Random Background Generator. Young Characters. Carrying Capacity. Aasimar 15 RP. Catfolk 9 RP.Free Resources on Roll This emaciated figure looks like a horned Human Skeleton smothered within a bone-tight hide of slimy Leather. The babau is an assassin, a murderer, and a sadist—certainly not traits unusual in the demons, yet the babau's penchant for Stealth and Surprise sets it apart from its generally less-subtle kin.

With no need to eat although most babaus relish the flavor of mortal meat on their thin, raspy tonguesa babau can wait in ambush for years or decades—their inhuman patience in anticipating a well-conceived murder also setting them apart from the other denizens of the Abyss. Babaus obsess over the act of killing and take great pride in their grisly art, often leaving behind some form of grim marker or obscure signature, whether it be a distinctive modus operandi, an unnerving token, or other profane evidence.

A babau typically carries a Longspear or other weapon with which it can strike at foes beyond its normal reach, but given the opportunity, a babau prefers to fight with its teeth or claws. The foul, caustic sludge that constantly seeps from their flesh prevents them from wearing armor unless it is specially treated or resistant to acid.

A babau is 6 feet tall but weighs only pounds. They form from mortal souls of lone killers—those who, in life, took pleasure in more personal and intimate murders. Loosed upon the Material Plane, a babau often finds itself in the same role, haunting the shadowy corners of the world as remorseless assassins.

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.

babau pathfinder

Ammunition that strikes a babau is automatically destroyed after it inflicts its Damage. All rights reserved. Advertisement Create a free account. Sign In.

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Play Now.All demons are noxious, repugnant, and vile, but two stand out as perhaps the most disgusting and toxic of them all: the slime-drenched babau and the oily, stinking hezrou.

The lean, quick babau are the assassins of the underworld, born of serial murderers, and so inherently wretched that their skin constantly weeps an acidic ichor that covers their entire body. The hulking hezrou, by comparison, is a powerful abyssal heavyweight that corrupts and warps everything it touches, and pollutes the very world around it. Many fear and revile these loathsome creatures, and rightfully so, but they are nothing when compared to the mythic paragons of their species.

This book presents game statistics for mythic babau and mythic hezrou, both of which have unique abilities never seen elsewhere. Mythic babau are expert assassins who not only excel at making powerful, deadly sneak attacks, even when others would not be able to, but also are invigorated by making a bloody kill, and gain the ability to spit blobs of clinging acid at their foes from afar.

Mythic hezrou, by contrast, can cause bodies to twist, warp, and putrefy with a single touch, can surround themselves with a deadly miasma of toxic gases to punish those who would dare approach them, and can even corrupt entire landscapes in a mile radius with their mere presence.

In addition to these game statistics, the book also introduces rules for performing special rituals that can be enacted by players of any class in order to summon mythic babau and mythic hezrou, with both specific game rules for doing so and detailed flavorful descriptions. The Mythic Mastery series of products builds and expands on the rules for mythic characters introduced in Pathfinder Roleplaying Game: Mythic Adventures.

Each Mythic Mastery provides new content and rules for mythic games, with a focus on a single theme or area of play. While some of the content provided in Mythic Mastery products requires the use of mythic characters and a mythic adventure, others, such as those focused on exploring mythic monsters, can be used in games of every sort.

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Jun 13,pm. All Messageboards. Sign in.Babaus are demonic assassins. Murder [2]. A babau looks like a thin, horned human covered in a tight-fitting hide of slimy leather. A typical specimen is 6 feet in height and weighs pounds. Babau demons are formed in the Abyss from the souls of solitary killers—not merely mass murderers, but those who killed with deliberation and intimacy.

They delight in well-planned murders and think nothing of waiting in ambush for decades if necessary; such stealth and patience sets them apart from most other demons. They might even adopt a "calling card", typically of a grisly nature, to leave behind at the scenes of their crimes. They revere the demon lord Shax as the creator of their race.

Shax can create the most powerful of the babau demons by skinning living victims and filling them with the energy of the Abyss. Some Balor Lords have the ability to inhale a living creature's soul, killing the victim instantly and transforming its corpse into a babau or other demon of similar power.

A babau prefers to fight using its teeth and claws, but often carries a weapon such as a longspear to enable it to strike foes that would otherwise be outside its reach. The slime that coats their bodies is acidic and can damage weapons and injure flesh that touches it. In Golarionbabaus can be found in the Tanglebriar swamp in Kyoninas part of the forces of Treerazer. Paizo published a sourcebook about demons called Demons Revisitedwhich includes a chapter about babaus.

Paizo Publishing, LLC. Lords of Chaosp. A Memory of Darknessp. ISBN Images of babaus. Source: Bestiarypg s.Toggle Theme.

They travel throughout the Great Beyond as guides and wardens, sworn to protecting the boundaries between planes and punishing evildoers who would seek to use planar gateways for their own nefarious purposes. Requirements To qualify to become a Riftwarden, a character must fulfill all of the following criteria. Alignment : Any nonevil. Feats : Spell Focus abjurationSpell Penetration.

Skills : Knowledge planes 5 ranks. Special : Able to speak Abyssal and Infernal. Spells : Able to cast magic circle against evil as a spell or spell-like ability. Hit Die : d8. Weapon and Armor Proficiency : A Riftwarden gains no additional weapon or armor proficiencies.

Counter-Summons Su : A Riftwarden can ready an action to use a summon monster spell or spelllike ability as a counterspell, even though the casting time for a summon monster spell is 1 full round. When used this way, the summon monster spell is treated as though quickened to a swift action via the Quicken Spell metamagic feat, though its spell level is not increased, and it can be used only to counterspell.

At 5th level, this ability can be used as an immediate action, without the need to ready an action beforehand. Planar Guide Ex : At 1st level and every three levels thereafter, a Riftwarden chooses one of the following benefits.

She may choose each benefit more than once, each time applying to a different plane or outsider subtype. Favored Enemy : Choose one outsider subtype as a favored enemy as the ranger class feature. Favored Terrain : Choose one plane other than the Material Plane as favored terrain as the ranger class feature.

A Riftwarden must have the appropriate plane as a favored terrain before gaining terrain mastery with it. The Riftwarden deals damage as a cleric of a level equal to her highest caster level. This energy can only harm, not heal.

This ability cannot be used with feats, magic items, or other effects that modify channel energy. In addition, she increases by 1 the save DC and caster level of any spell or spell-like or supernatural ability that she uses against outsiders, or that counters, dispels, or prevents planar travel or teleportation.

Counterport Su : At 4th level, a Riftwarden can ready an action to counterspell a teleportation effect that allows a creature to enter or exit an area within 30 feet of her. She can use Spellcraft to identify a teleportation effect immediately as creatures arrive and can counter the teleportation effect with an identical spell or with any conjuration spell of at least 1 spell level higher, returning teleporting creatures to their point of origin.

Improved Counterport Su : At 7th level, a Riftwarden can use her counterport ability to forcibly redirect a creature using a teleportation effect within 30 feet to a new valid destination within 30 feet of her. The wrenching redirection deals 1d6 points of damage per class level to the redirected creature. In addition, when a conjuration effect causes a creature to appear in a square threatened by the Riftwarden, that creature provokes an attack of opportunity from the Riftwarden.

Greater Counterport Su : At 10th level, a Riftwarden can counter a teleportation effect as an immediate action, without the need to ready an action beforehand. Planar channel deals damage equal to the amount normally dealt by one use of planar channel.

This damage affects only that target, and affects it regardless of its current distance from the Riftwarden.


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