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Re-Conversions of Baatezu, Tanar'ri, and More!
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<blockquote data-quote="SpuneDagr" data-source="post: 1055861" data-attributes="member: 1564"><p>BARBAZU</p><p>Medium Outsider (Baatezu, Evil, Lawful)</p><p>Hit Dice: 6d8+18 (45 hp)</p><p>Initiative: +6</p><p>Speed: 40 ft. (8 squares)</p><p>Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17</p><p>Base Attack/Grapple: +6/+8</p><p>Attack: Glaive +9 melee (1d10+3 plus infernal wound); </p><p>or claw +8 melee (1d6+2)</p><p>Full Attack: Glaive +9/+4 melee (1d10+3 plus infernal wound); </p><p>or 2 claws +8 melee (1d6+2)</p><p>Space/Reach: 5 ft./5 ft. (10 ft. with glaive)</p><p>Special Attacks: Infernal wound, beard, battle frenzy, summon baatezu</p><p>Special Qualities: Damage reduction 5/chaotic, good, or silver, darkvision 60 ft., immunity to fire and poison, resistance to cold 10, see in darkness, spell resistance 17, telepathy 100 ft.</p><p>Saves: Fort +8, Ref +7, Will +5</p><p>Abilities: Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10</p><p>Skills: Climb +7, Diplomacy +2, Hide +11, Intimidate +6, Listen +9, Move Silently +9, Sense Motive +7, Spot +9</p><p>Feats: Improved Initiative, Power Attack, Weapon Focus (glaive)</p><p>Environment: Baator</p><p>Organization: Solitary, pair, team (3-5), or squad (6-10)</p><p>CR: 5</p><p>Treasure: Standard</p><p>Alignment: Always lawful evil</p><p>Advancement: 7-9 HD (Medium); 10-18 HD (Large)</p><p></p><p>A barbazu’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.</p><p>Spell-Like Abilities: At will—command (DC 11), fear (by touch, DC 14), and produce flame. Caster level 12th. The save DCs are Charisma-based.</p><p>Racial Spell-Like Abilities: At will—animate dead, charm person (DC 11), desecrate, greater teleport (self plus 50 pounds of objects only), major image (DC 13), and suggestion (DC 13). Caster level 12th. The save DCs are Charisma-based.</p><p>Infernal Wound (Su): The damage a barbazu deals with its glaive causes a persistent wound. The injured creature loses 2 additional hit points each round. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell or a heal spell. However, a character attempting to cast a cure spell or a heal spell on this wound must succeed on a DC 16 caster level check, or it has no effect. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the barbazu, not of the weapon. The check DC is Constitution-based.</p><p>Beard (Ex): If a barbazu hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+2 points of damage and must succeed on a DC 16 Fortitude save or be infected with devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.</p><p>Battle Frenzy (Ex): Twice per day, a barbazu can work itself into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 6 rounds, and the barbazu suffers no ill effects afterward.</p><p>Summon Baatezu (Sp): Once per day, a barbazu can attempt to summon 2d10 lemures with a 50% chance of success, or another barbazu with a 35% chance. This ability is equivalent to a 3rd-level spell.</p></blockquote><p></p>
[QUOTE="SpuneDagr, post: 1055861, member: 1564"] BARBAZU Medium Outsider (Baatezu, Evil, Lawful) Hit Dice: 6d8+18 (45 hp) Initiative: +6 Speed: 40 ft. (8 squares) Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17 Base Attack/Grapple: +6/+8 Attack: Glaive +9 melee (1d10+3 plus infernal wound); or claw +8 melee (1d6+2) Full Attack: Glaive +9/+4 melee (1d10+3 plus infernal wound); or 2 claws +8 melee (1d6+2) Space/Reach: 5 ft./5 ft. (10 ft. with glaive) Special Attacks: Infernal wound, beard, battle frenzy, summon baatezu Special Qualities: Damage reduction 5/chaotic, good, or silver, darkvision 60 ft., immunity to fire and poison, resistance to cold 10, see in darkness, spell resistance 17, telepathy 100 ft. Saves: Fort +8, Ref +7, Will +5 Abilities: Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10 Skills: Climb +7, Diplomacy +2, Hide +11, Intimidate +6, Listen +9, Move Silently +9, Sense Motive +7, Spot +9 Feats: Improved Initiative, Power Attack, Weapon Focus (glaive) Environment: Baator Organization: Solitary, pair, team (3-5), or squad (6-10) CR: 5 Treasure: Standard Alignment: Always lawful evil Advancement: 7-9 HD (Medium); 10-18 HD (Large) A barbazu’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Spell-Like Abilities: At will—command (DC 11), fear (by touch, DC 14), and produce flame. Caster level 12th. The save DCs are Charisma-based. Racial Spell-Like Abilities: At will—animate dead, charm person (DC 11), desecrate, greater teleport (self plus 50 pounds of objects only), major image (DC 13), and suggestion (DC 13). Caster level 12th. The save DCs are Charisma-based. Infernal Wound (Su): The damage a barbazu deals with its glaive causes a persistent wound. The injured creature loses 2 additional hit points each round. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell or a heal spell. However, a character attempting to cast a cure spell or a heal spell on this wound must succeed on a DC 16 caster level check, or it has no effect. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the barbazu, not of the weapon. The check DC is Constitution-based. Beard (Ex): If a barbazu hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+2 points of damage and must succeed on a DC 16 Fortitude save or be infected with devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based. Battle Frenzy (Ex): Twice per day, a barbazu can work itself into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 6 rounds, and the barbazu suffers no ill effects afterward. Summon Baatezu (Sp): Once per day, a barbazu can attempt to summon 2d10 lemures with a 50% chance of success, or another barbazu with a 35% chance. This ability is equivalent to a 3rd-level spell. [/QUOTE]
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