MM2:
BAKU
FREQUENCY: Rare (very rare)
NO. APPEARING: 1 (2-5)
ARMOR CLASS: -2
MOVE: 21"
HIT DICE: 12+12
% IN LAIR: 0
TREASURE TYPE: Nil (See below)
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 3-18/2-12/2-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 20%
INTELLIGENCE: Exceptional to genius
ALIGNMENT: Neutral good
SIZE: L (9' or taller at shoulder)
PSIONIC ABILITY: 180 +2-24
Attack/Defense Modes:
B,E/F,G,I
LEVEL/X.P. VALUE:
VIII/4900 -18/hp
The elephant-like baku are seldom seen in the wild, for most move invisibly through the communities of man. On the Prime Material Plane, Baku prefer dwelling in semitropical forests, where groups of 2-5 will sometimes be encountered. Baku hate evil and abandon their usual timid and peace-loving natures to combat malicious monsters. In this aspect, they secretly dwell amongst humankind and serve its interests. Their true home is the Upper Outer Planes of Neutral. Despite size and bulk, a baku can move rapidly. Attack is by means of a goring butt and two stomping attacks with the forelegs, the latter possible only against opponents of man-size (or under 6 feet in height if fourlegged). A baku can hold simple devices such as weapons or wands in its short, prehensile trunk, so a baku will often have some magic weapon or device when attacking.
Baku have the power to become invisible at will and to remain thus until some action breaks the dweomer. Baku can become ethereal and travel in this mode. They can also travel astrally. They have the following psionic powers: 12th-level animal telepathy, 6th-level body control, body equilibrium, 12th-level fighter cell adjustment, 12th-level detection of good or evil, 12th level reduction, and shape alteration,
The trumpeting roar of a baku causes all Evil creatures within a 4" radius to take 1-8 points of damage and make a saving throw vs. paralyzation or flee in panic as if affected by a fear spell from a 12th-level magic-user. Baku can roar like this only once every 4 melee rounds.
Baku have elephant-like heads with a trunk of only 4 feet or so in length. A pair of upwards thrusting tusks jut from the lower jaw, curving slightly backwards. The forelegs are stout and rhino-like, while the rear legs are rather leonine. The body is draconian, terminating in a shortish tail, The back is scaled with horny plates.
Psionics Handbook:
Baku
CLIMATE/TERRAIN: Semitropical/Forests
FREQUENCY: Very rare
ORGANIZATION: Solitary (or group)
ACTIVITY CYCLE: Daytime
DIET: Herbivore
INTELLIGENCE: Exceptional to Genius (15-18)
TREASURE: See below
ALIGNMENT: Neutral (Any, See Below)
NO. APPEARING: 1 (1d4 + 1)
ARMOR CLASS: -2
MOVEMENT: 21
HIT DICE: 12+12
THAC0: 7
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 3d6/2d6/2d6
SPECIAL ATTACKS: Psionics, magical items, trumpet
SPECIAL DEFENSES: Psionics, invisibility
MAGIC RESISTANCE: 20%
SIZE: L (as 9' elephant)
MORALE: Elite (13-14)
XP VALUE: 15,000
A baku looks like a strange elephant with a lizard' s tail. It has an elephantine head complete with trunk, but it its trunk is rarely longer than 4 feet. Two upward thrusting tusks jut out from the creature's lower jaws, curving slightly. Its stout forelegs have a rhino-tough hide. The front feet are like an elephant's, but the rear feet have leonine pads equipped with claws. Dragonlike scale cover a baku's back and thick tail. On male baku, the scales continue over the back of the head.
Combat: Despite its size and bulk, a baku can move rapidly, attacking with a goring butt and two foreleg stomps. The stomp is used only against man-sized opponents, or those less than 6 feet tall. A baku can hold simple devices such as weapons or wands in its trunk, so a baku will often have some magical weapon or device when attacking.
Baku can use Psionics to become invisible at will (see below). They expend no PSPs for this, and the power check always succeeds. Baku also boast a trumpeting roar, which affects creatures of certain alignments. Any vulnerable creature within 40 feet of a roaring baku surfers 1d8 points of damage; it must also make a successful save vs. paralyzation or flee in panic, as if affected by fear (as cast by a 12th level wizard). Baku can trumpet once every four rounds. Neutral good baku affect only evil creatures, dark (evil) baku affect good creatures, and holy baku can affect either good and/or evil creatures at their discretion.
Neutral good baku are usually timid, peace-loving creatures, but they eagerly do battle with evil and malicious monsters.
Psionics Summary:
Level - Dis/Sci/Dev - Attack/Defense - Score - PSPs
12 - 4/6/17 - MT,PsC/All - = Int - 200
Common Disciplines/Sciences/Devotions:
· Clairvoyance - Sciences: Aura Sight*. Devotions: comprehend writing, danger sense.
· Psychometabolism - Sciences: animal affinity*, metamorphosis*. Devotions: absorb disease, cell adjustment*, ectoplasmic form*, lend health*, reduction*.
· Telepathy - Sciences: psychic crush*, superior invisibility*. Devotions: awe, conceal thoughts, contact*, invisibility (no cost)*, mindlink, mind thrust, telempathic projection, truthear.
· Psychoportation - Sciences: probability travel*. Devotions: dream travel, astral projection*.
* All baku have these psionic powers.
Habitat/Society: All baku come from the Concordant Opposition (an outer plane). They are seldom seen in desolate settings, and prefer to move invisibly among mankind.
Most baku (80%) are creatures of good will. They secretly dwell among humankind to serve its interests. Good baku favor societies in semitropical forests.
About 15% of all baku are of evil alignment. These baku, called "The Dark Ones" by their brethren, also move amongst humankind. However, they attempt to thwart the plans of their good brothers as well as cause general mayhem and suffering wherever they go.
The remaining 5% of baku to are true neutral. Among other baku, they are known as "The Great Ones" or "The Holy Ones." Although they have no discernible abilities to set them apart from their brethren, they are reverently obeyed by other baku. These holy baku always have an Intelligence of it least 18.
Ecology: Baku tusks are worth 200 each. However, this treasure is greatly overshadowed by the magical item which a baku usually carries in its trunk.
PSMC1:
BAKU
CLIMATE/TERRAIN: Semitropical/forests (Outlands)
FREQUENCY: Very rare
ORGANIZATION: Solitary (or group)
ACTIVITY CYCLE: Daytime
DIET: Herbivore
INTELLIGENCE: Exceptional to Genius (15-18)
TREASURE: See below
ALIGNMENT: Neutral (Any, see below)
NO. APPEARING: 1 (1d4 + 1)
ARMOR CLASS: -2
MOVEMENT: 21
HIT DICE: 12+12
THAC0: 7
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 3d6/2d6/2d6
SPECIAL ATTACKS: Psionics, magical items, trumpet
SPECIAL DEFENSES: Psionics, invisibility
MAGIC RESISTANCE: 20%
SIZE: L (as 9-foot elephant)
MORALE: Elite (13-14)
XP VALUE: 15,000
In the book Magic and Mystery of Ind, Vimalanda Rey passes along a revealing tale of the baku:
"I learned the art of coppersmithing from an old man in my village named Lohajangha. He was a kind and gentle fellow, and his patience at the work taught me not only how to work with metal, but how to have patience and fixity of purpose. He never laughed at my mistakes, but always applauded my triumphs. He taught me lore of the woods surrounding my village: which herbs heal, which stones may be cut into sparkling gems. He taught me the principles of art: symmetry, harmony, and mystery. Only once did I see him angry.
"A runner cattle to our village with the sad news that a woman who ruled the next village had been trampled by a strange evil beast that looked like a small elephant.
Lohajangha called me to him. I saw his eyes, which normally sparkled with joy, were dark as storm clouds. He, said to me, 'Vimalanda, I am giving you my shop. I had hoped to work here longer, but I have other business I must attend to. Vimalanda, do not cling to this shop - from here, someday, you will be called for a greater mission. When the time comes, you will know, and you will make use of my lessons then."
"He turned to leave the village, but I begged him to tell me what was going on.
"He took me with him into the woods, and there he showed me his true form. He said that after this revelation, he could no longer work among men, and that he had to go fight the evil baku, who had killed in the next village.
"I asked if he knew the evil one.
"'Yes,' he said, 'it is my brother.' Then he ran like lightning into thle dense woods. I never saw him again, save in dreams."
A baku looks like a strange elephant with a lizard's tail. It has an elephantine head, complete with trunk, but its trunk is rarely longer than four feet. (Baku traditionally regard trunks as indicators of high ability, but this is only superstition.) Two curving tusks jut upward from the creature's lower jaws. The front feet look like an elephant's, but the rear feet have leonine pads equipped with claws. Dragonlike scales cover a baku's back and thick tail: on male baku, the scales continue over the back of the head. The rest of' the hide is rhino-tough.
Combat: Despite its size and bulk, a baku can move rapidly, attacking with a goring butt and two foreleg stomps. It stomps only man-sized opponents or those less than 6 feet tall. A baku's trunk can hold simple devices such as weapons or wands, so a baku of wealth or status may attack with a magical weapon or device.
Baku can use psionics to become invisible at will (see below). They expend no PSPs for this, and the power check always succeeds.
A baku's trumpeting roar affects creatures of certain alignments. Neutral good baku affect only evil creatures, dark (evil) baku affect good creatures, and holy baku can affect either good and/or evil creatures at their discretion. Any vulnerable creature within 40 feet suffers 1d8 points of damage: it must also make a successful save vs. paralyzation or flee in panic as if affected by fear (as cast by a 12th-level wizard). Baku can trumpet once every four rounds.
Neutral good baku are usually timid, peace-loving creatures, but they resolutely battle evil and malicious monsters.
Psionics Summary:
Level - Dis/Sci/Dev - Attack/Defense - Score - PSPs
12 - 4/6/17 - MT,PsC/All - = Int - 200
· Clairvoyance - Sciences: aura sight*. Devotions: comprehend writing, danger sense.
· Psychometabolism - Sciences: animal affinity*, metamorphosis*. Devotions: absorb disease, cell adjustment*, ectoplasmic form*, lend health*, reduction*.
· Telepathy - Sciences: psychic crush*, superior invisibility*. Devotions: awe, conceal thoughts, contact*, invisibility (no cost)*, mindlink, mind thrust, telempathic projection, truthear,
· Psychoportation - Sciences: probability travel*. Devotions: dream travel, astral projection*.
* All baku have these psionic powers.
Habitat/Society: Baku come from the Outlands. They seldom travel in desolate settings and prefer to move invisibly among humanity.
Most baku (80%) are creatures of good will. They secretly dwell among humankind to serve its interests. Good baku favor societies in semitropical forests.
About 15% of all baku are of evil alignment. These baku, called "The Dark Ones" by their brethren, also move among humankind, thwarting the plans of their good brothers and causing suffering wherever they go.
The remaining 5% of baku are true neutral. Other baku know them as "Great Ones" or "Holy Ones." Although no discernible abilities set them apart from their brethren, other baku reverently obey them. Holy baku always have an Intelligence of' at least 18.
Ecology: Among evil merchants, baku tusks are worth 200 gp each. Good -aligned buyers regard traffic in tusks as an atrocity, and even neutrals regard it as tasteless. Holy baku who hear reports of tusk merchants sometimes travel long distances, either physically or by astral projection, to counsel the merchants against their evil trade. If a merchant ignores the counsel, the baku may try to enlist local adventurers to steal the tusks and give them decent burial.