Challenge Rating: 6

Size: Medium

Type: Navirite Fey

Initiative: +5



Hit Points: 73 (7HD)

Armor Class: 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)

Saves: Fort +10 Ref +6 Will +5

Weaknesses: Cold Iron



Speed: 30ft

Base Attack: +7

Melee: 2 claws +12 (1d6+5), bite +12 (1d6+5) or longspear +12/+7 (1d8+7), bite +7 (1d6+2)

Special Attacks: sneak attack +2d6
Constant-see invisibility, At will-darkness, dispel magic, 1/day-summon creature



Abilities: STR 21, DEX 13, CON 20, INT 14, WIS 13, CHA 16

Skills: Acrobatics +1, Athletics +5,  Awareness +1, Endurance +5, Knowledge +2, Persuasion +3, Spellcraft +5, Survival +1, Thievery +5

Talents: Improved Initiative, Unbreakable Will, Skilled, Stealthy

Special Qualities: protective slime; DR 10/cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10;



Environment: Any

Organization: solitary, pair, or gang (3–8)


Treasure: Standard (longspear, other treasure)


Protective Slime

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 is greater than the weapons HP, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.


Sneak Attack

A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied their Dexterity bonus, or when the babau is flanking.

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