Saturday, 22 September 2007

Monster of the week: the Babau Demon


This is the Demon the characters fought in the Orc shrine in session 9. Demons have many special properties which make them difficult to fight, and which made this battle particularly difficult. Their most fearsome properties are their resistance to magic, energy, and normal weapons. Some explanation of the mechanics of these properties is given here.

Spell Resistance: The Babau has spell resistance of 14. In game terms, this means that every time a spell-caster (Cleric, Bard, wizard etc.) wishes to cast a spell on the Babau, they must roll 2d10 and add their spell-caster level. If the total is less than 14, the spell automatically fails. Note that after this, the Babau still receives its usual opportunities to resist the spell (through a saving throw), or to fail to be affected (if the spell requires a touch attack like shocking grasp). Spell resistance is an additional defense which spell users must penetrate to affect demons. Spell casters can select the feat Spell Penetration when they gain a level, in order to improve their rolls to penetrate this spell resistance. Some special higher level spells also lower this resistance (if they can penetrate it!)

Resist Energy: Demons naturally have the property of resistance to energy 10, which affects fire, cold and acid attacks. Any attack which relies on these types of energy automatically does 10hps less damage when used against a Babau. So for example a scorching ray which does 14 hps damage will only do 4hps damage against a Babau. Spells like magic missile, lightning bolt, shocking grasp or sonic burst (which use magical, electric or sonic energy) do full damage, assuming they can penetrate the spell resistance.

Damage resistance: Demons have damage reduction 10/cold iron,good. This innate power means that any weapon not made of cold iron, or magically aligned to be a good weapon, does 10hps less damage. For example, a normal iron mace attack which does a total of 11 hps damage will only do 1hp damage against a Babau. Cold iron weapons are rare, and usually the only weapons which are aligned towards good are (very rare) Holy swords. However, the second level cleric spell Align Weapon can be used to temporarily make a weapon good-aligned, enabling it to do full damage against a Babau. This is a worthwhile spell to cast at the beginning of combat, and because it affects the sword and not the Babau, it does not have to penetrate the Babau's spell resistance.

Generally, defeating a Demon of greater than 2nd level requires careful use of magic to enhance combat abilities, and careful awareness of the Demon's particular powers. A particularly useful tactic to make this possible is the use of the spell Magic Circle Against Evil.

A full description of the Babau is given below:

Demon properties:
  • Immunity to electricity and poison.

  • Resistance to acid 10, cold 10, and fire 10.

  • Summon (Sp): Many demons share the ability to summon others of their kind (the success chance and type of demon summoned are noted in each monster description). Demons are often reluctant to use this power until in obvious peril or extreme circumstances.

  • Telepathy.

BABAU
Medium Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 7d8+35 (66 hp)
Initiative
: +1

Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple
: +7/+12

Attack
: Claw +12 melee (1d6+5)

Full Attack
: 2 claws +12 melee (1d6+5) and bite +7 melee (1d6+2)

Special Attacks: Sneak attack +2d6, spell-like abilities, summon demon
Special Qualities
: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, protective slime, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft.

Saves
: Fort +10, Ref +6, Will +6

Alignment: Always chaotic evil

A babau is about 6 feet tall and weighs about 140 pounds.

Combat

Babaus are sneaky and sly. They attack the most powerful foe first, hoping to eliminate the true threats quickly and then toy with the rest. When ambushing their opponents, they make excellent use of the combination of multiple attacks and sneak attacks.

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.

Sneak Attack (Ex): A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking.

Spell-Like Abilities: Caster level 7th.

At will - darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only).

Protective Slime (Su): 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 18 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 18 Reflex save. The save DCs are Constitution-based.

Summon Demon (Sp):Once per day a babau can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

Skills: Babaus have a +8 racial bonus on Hide, Listen, Move Silently, and Search checks.

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