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Demons/daemons/devils, New/Converted
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<blockquote data-quote="Pants" data-source="post: 1581024" data-attributes="member: 8849"><p>Here's a fun one.</p><p>I redid the Babau eventhough it has been 'officially' converted to 3.5 mostly because the conversion sucked. All of the neat abilities that the Babau had were nixed for whatever reason and the conversion in the BoVD just didn't have it at the right power level. So I offer this conversion. This one can be used as a sort of Greater Babau if you liked the lower power one and you want to use this one or it can be used as a complete replacement.</p><p></p><p><strong>BABAU</strong></p><p><strong>Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)</strong></p><p><strong>Hit Dice</strong>: 12d8+84 (138 hp)</p><p><strong>Initiative</strong>: +7</p><p><strong>Speed</strong>: 30 ft. (6 squares)</p><p><strong>Armor Class</strong>: 31 (+7 Dex, +14 natural), touch 17, flat-footed 24</p><p><strong>Base Attack/Grapple</strong>: +12/+17</p><p><strong>Attack</strong>: Claw +19 melee (1d6+5) or <em>+2 ranseur</em> +19 melee (2d4+9)</p><p><strong>Full Attack</strong>: 2 claws +19 melee (1d6+5) and bite +17 melee (1d8+2) or <em>+2 ranseur</em> +19/+14/+9 melee (2d4+9)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft. (10 ft. with <em>+2 ranseur</em>)</p><p><strong>Special Attacks</strong>: Sneak attack +5d6, spell-like abilities, <em>summon tanar’ri</em>, weakening gaze</p><p><strong>Special Qualities</strong>: Corrosive slime, damage reduction 10/bludgeoning and good, darkvision 60 ft., immunity to acid and electricity and poison, resistance to cold 10 and fire 10, see invisibility, spell resistance 21, telepathy 100 ft.</p><p><strong>Saves</strong>: Fort +15, Ref +15, Will +12</p><p><strong>Abilities</strong>: Str 21, Dex 25, Con 25, Int 18, Wis 18, Cha 20</p><p><strong>Skills</strong>: Bluff +12, Concentration +22, Escape Artist +22, Hide +22, Intimidate +22, Knowledge (the planes) +19, Listen +19, Move Silently +22, Search +19, Sense Motive +19, Spellcraft +14, Spot +17, Tumble +22</p><p><strong>Feats</strong>: Dodge, Combat Reflexes, Mobility, Multiattack, Weapon Finesse</p><p><strong>Environment</strong>: Infinite Layers of the Abyss </p><p><strong>Organization</strong>: Solitary, pair, or squad (2 babau and 1d8 rutterkin)</p><p><strong>Challenge Rating</strong>: 13</p><p><strong>Treasure</strong>: Standard plus <em>+2 ranseur</em></p><p><strong>Alignment</strong>: Always chaotic evil</p><p><strong>Advancement</strong>: 13-36 HD (medium)</p><p></p><p><em>Before you stands a black-skinned, emaciated humanoid. Covering its leather-tight skin is a strange, blood-red goo that seems to seep from its very pores. Its two arms end in a pair of long, thin, clawed hands and a curved horn protrudes from the top of its head. Its pointed ears jut above the top of its bald head.</em></p><p></p><p>The babau serve as sort of lesser recruiters for the demonic armies. That is, they go around and bully all of the lesser demons into joining the war. Those that refuse either die at the deft, clawed hands of the babau or are sent to the babau’s masters as ‘playthings.’ As such, the lesser demons hate the babau with a searing passion.</p><p>Babaus also manage to make their way in Abyssal politics as assassins, spies, or elite strike teams. Babaus usually attack with their terrible claws and bites, but occasionally they employ magical weapons (50% of the time). In that case they usually favor weapons that make use of their quick reflexes or weapons with exceptional reach.</p><p>A babau is roughly 6 feet tall and it weighs 140 pounds.</p><p></p><p><strong>COMBAT</strong></p><p>Babau are sneaky and cunning. They usually employ quick, surprise attacks against the seemingly most powerful foe before retreating and trying again. They make excellent use of their multiple weapons and their ability to sneak attack.</p><p>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.</p><p><strong>Corrosive Slime (Ex)</strong>: 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 20 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 20 Reflex save. The save DC’s are Constitution-based.</p><p><strong>Sneak Attack (Ex)</strong>: A babau can make a sneak attack like a 9th-level rogue, dealing an extra 5d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking.</p><p><strong>Spell-Like Abilities</strong>: At will – <em>darkness, dispel magic, fear</em> (DC 19), <em>fly, greater teleport </em>(self plus 50 pounds of objects only), <em>heat metal</em> (DC 17), <em>invisibility</em> (self only), <em>polymorph</em> (self only); 3/day – <em>phantasmal killer</em> (DC 19); 1/day – <em>power word blind</em>. Caster level 14th. The save DC’s are Charisma based. </p><p><em>Summon Tanar’ri</em> <strong>(Sp)</strong>: Twice per day, a babau can attempt to summon 1d4 rutterkin, 1d3 bar-lgura or another babau with a 40% chance of success. This is the equivalent of a 5th level spell.</p><p><strong>Weakening Gaze (Su)</strong>: 1d3 points of Strength damage, range 20 ft. Fortitude save DC 20 negates. The save DC is Charisma based.</p><p><strong>See Invisibility (Su)</strong>: Babau have a continuous <em>see invisibility</em> ability, as the spell (caster level 14th).</p></blockquote><p></p>
[QUOTE="Pants, post: 1581024, member: 8849"] Here's a fun one. I redid the Babau eventhough it has been 'officially' converted to 3.5 mostly because the conversion sucked. All of the neat abilities that the Babau had were nixed for whatever reason and the conversion in the BoVD just didn't have it at the right power level. So I offer this conversion. This one can be used as a sort of Greater Babau if you liked the lower power one and you want to use this one or it can be used as a complete replacement. [b]BABAU[/b] [b]Medium Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)[/b] [b]Hit Dice[/b]: 12d8+84 (138 hp) [b]Initiative[/b]: +7 [b]Speed[/b]: 30 ft. (6 squares) [b]Armor Class[/b]: 31 (+7 Dex, +14 natural), touch 17, flat-footed 24 [b]Base Attack/Grapple[/b]: +12/+17 [b]Attack[/b]: Claw +19 melee (1d6+5) or [i]+2 ranseur[/i] +19 melee (2d4+9) [b]Full Attack[/b]: 2 claws +19 melee (1d6+5) and bite +17 melee (1d8+2) or [i]+2 ranseur[/i] +19/+14/+9 melee (2d4+9) [b]Space/Reach[/b]: 5 ft./5 ft. (10 ft. with [i]+2 ranseur[/i]) [b]Special Attacks[/b]: Sneak attack +5d6, spell-like abilities, [i]summon tanar’ri[/i], weakening gaze [b]Special Qualities[/b]: Corrosive slime, damage reduction 10/bludgeoning and good, darkvision 60 ft., immunity to acid and electricity and poison, resistance to cold 10 and fire 10, see invisibility, spell resistance 21, telepathy 100 ft. [b]Saves[/b]: Fort +15, Ref +15, Will +12 [b]Abilities[/b]: Str 21, Dex 25, Con 25, Int 18, Wis 18, Cha 20 [b]Skills[/b]: Bluff +12, Concentration +22, Escape Artist +22, Hide +22, Intimidate +22, Knowledge (the planes) +19, Listen +19, Move Silently +22, Search +19, Sense Motive +19, Spellcraft +14, Spot +17, Tumble +22 [b]Feats[/b]: Dodge, Combat Reflexes, Mobility, Multiattack, Weapon Finesse [b]Environment[/b]: Infinite Layers of the Abyss [b]Organization[/b]: Solitary, pair, or squad (2 babau and 1d8 rutterkin) [b]Challenge Rating[/b]: 13 [b]Treasure[/b]: Standard plus [i]+2 ranseur[/i] [b]Alignment[/b]: Always chaotic evil [b]Advancement[/b]: 13-36 HD (medium) [i]Before you stands a black-skinned, emaciated humanoid. Covering its leather-tight skin is a strange, blood-red goo that seems to seep from its very pores. Its two arms end in a pair of long, thin, clawed hands and a curved horn protrudes from the top of its head. Its pointed ears jut above the top of its bald head.[/i] The babau serve as sort of lesser recruiters for the demonic armies. That is, they go around and bully all of the lesser demons into joining the war. Those that refuse either die at the deft, clawed hands of the babau or are sent to the babau’s masters as ‘playthings.’ As such, the lesser demons hate the babau with a searing passion. Babaus also manage to make their way in Abyssal politics as assassins, spies, or elite strike teams. Babaus usually attack with their terrible claws and bites, but occasionally they employ magical weapons (50% of the time). In that case they usually favor weapons that make use of their quick reflexes or weapons with exceptional reach. A babau is roughly 6 feet tall and it weighs 140 pounds. [b]COMBAT[/b] Babau are sneaky and cunning. They usually employ quick, surprise attacks against the seemingly most powerful foe before retreating and trying again. They make excellent use of their multiple weapons and their ability to sneak attack. 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. [b]Corrosive Slime (Ex)[/b]: 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 20 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 20 Reflex save. The save DC’s are Constitution-based. [b]Sneak Attack (Ex)[/b]: A babau can make a sneak attack like a 9th-level rogue, dealing an extra 5d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking. [b]Spell-Like Abilities[/b]: At will – [i]darkness, dispel magic, fear[/i] (DC 19), [i]fly, greater teleport [/i](self plus 50 pounds of objects only), [i]heat metal[/i] (DC 17), [i]invisibility[/i] (self only), [i]polymorph[/i] (self only); 3/day – [i]phantasmal killer[/i] (DC 19); 1/day – [i]power word blind[/i]. Caster level 14th. The save DC’s are Charisma based. [i]Summon Tanar’ri[/i] [b](Sp)[/b]: Twice per day, a babau can attempt to summon 1d4 rutterkin, 1d3 bar-lgura or another babau with a 40% chance of success. This is the equivalent of a 5th level spell. [b]Weakening Gaze (Su)[/b]: 1d3 points of Strength damage, range 20 ft. Fortitude save DC 20 negates. The save DC is Charisma based. [b]See Invisibility (Su)[/b]: Babau have a continuous [i]see invisibility[/i] ability, as the spell (caster level 14th). [/QUOTE]
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