Dimensional demons that are able to warp space and slink between realms of existence, babau are hellish infiltrators, thieves and assassins born from souls sent to hell for being consumed by greed.
While they are mostly known as lesser evil spirits and nightly haunts used to scare children, babau are actually deadly beings capable of getting into and out of any place.
Babau are tall, gaunt humanoids with long, sinewy, limbs. They completely lack body hair and their skin has a rubbery texture and dark colors such as midnight blue, deep red, dark gray, or black. They have large eyes composed only of a large iris that takes up the whole visible eye, with a relatively small, serpentine pupil in the middle. They have thin lips covering red teeth and only the hint of a nose, just a slight protrusion from their faces with two nostrils. Babau may wear clothes to blend in with humanoids or if the situation calls for it, but their genderless bodies easily blend with shadows even without any dark cloth on them.
- Hit Die: a babau uses a d8 as Hit Die at every babau HD it gains.
- Ability Score Modifiers: babau are fast and have almost unnatural senses, but are crass and unrefined. They gain +2 Dexterity, +2 Wisdom, and –2 Charisma.
- Size: babau are Medium creatures and gain no bonuses or penalties because of their size.
- Type: babau are outsiders with the native subtype.
- Base Speed: babau have a base land speed of 30 feet.
- Languages: babau begin play speaking Common and Fiendish. Babau with high Intelligence scores can choose any language they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
- Terrain: urban.
- Saving Throws DC: Wisdom-based.
- Starting Wealth: 4d6 × 10 gp (average 140gp.) In addition, each character begins play with an outfit worth 10 gp or less.
- Elusive: babau gain a +2 dodge bonus to Armor Class.
- Fearless: babau gain a +2 racial bonus on all saving throws against fear effects.
- Shadow Fiend Resistance: babau gain cold resistance 10, electricity resistance 10, and fire resistance 5.
- Bonus Feat: babau select one extra feat at 1st Hit Die.
- Greed: babau gain a +2 bonus on Appraise checks to determine the price of non-magical goods that contain precious metals or gemstones.
- Skilled: babau gain an additional skill rank at 1st Hit Die and one additional skill rank whenever they gain a level.
- Urbanite: babau gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
- Hatred: babau gain a +1 racial bonus on attack rolls against good outsiders and humanoids (human).
- Toxic: a number of times per day equal to their Constitution modifier (minimum 1/day), babau can envenom a weapon that they wield with their toxic blood (requiring them to be injured when they use this ability). Applying venom in this way is a swift action.
- Darkvision: babau can see in the dark up to 60 feet.
A babau’s class skills are: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int Modifier
|Level||Hit Dice||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Unarmed Damage|
|1st||1||+0||+0||+2||+0||[Feat], Punishing Kick, Unarmed Strike||1d6|
|2nd||2||+1||+0||+3||+0||Acrobatic Demon, Evasion||1d6|
|3rd||3||+2||+1||+3||+1||[Feat], Sneak Attack +1d6||1d6|
|4th||4||+3||+1||+4||+1||[Ability Score Increase], Babau Trick, High Jump||1d8|
|5th||5||+3||+1||+4||+1||[Feat], Sneak Attack +2d6||1d8|
|6th||AT 1||Bonus Feat, Corrupt Ki Pool|
|7th||6||+4||+2||+5||+2||Steal Ki Pool||1d8|
|8th||7||+5||+2||+5||+2||[Feat], Babau Trick, Sneak Attack +3d6||1d8|
|9th||8||+6/+1||+2||+6||+2||[Ability Score Increase], Dimension Step, Life Funnel||1d10|
|10th||9||+6/+1||+3||+6||+3||[Feat], Sneak Attack +4d6||1d10|
|11th||10||+7/+2||+3||+7||+3||Babau Trick, Life from a Stone||1d10|
|12th||AT 2||Bonus Feat|
|13th||11||+8/+3||+3||+7||+3||[Feat], Sipping Demon, Sneak Attack +5d6||1d10|
|14th||12||+9/+4||+4||+8||+4||[Ability Score Increase]||2d6|
|15th||13||+9/+4||+4||+8||+4||[Feat], Babau Trick, Sneak Attack +6d6||2d6|
|17th||15||+11/+6/+1||+5||+9||+5||[Feat], Sneak Attack +7d6||2d6|
|18th||AT 3||Bonus Feat, The Door of Many|
|19th||16||+12/+7/+2||+5||+10||+5||[Ability Score Increase], Babau Trick||2d8|
|20th||17||+12/+7/+2||+5||+10||+5||[Feat], Lifestealer, Sneak Attack +8d6||2d8|
All of the following are class features of the babau.
Babau are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and shortsword. They are proficient with light armor, but not with shields.
At 1st Hit Die, a babau gains Punishing Kick as a bonus feat, even if it does not meet the prerequisites. At 10th Hit Die, and every five Hit Dice thereafter, the babau can push the target of its Punishing Kick an additional 5 feet (10 feet at 10th Hit Die, and 15 feet at 15th Hit Die). At 15th Hit Die, it can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone. [Monk – Hungry Ghost Monk – Punishing Kick]
At 1st Hit Die, a babau gains Improved Unarmed Strike as a bonus feat. A babau’s attacks may be with fists, elbows, knees, and feet. This means that a babau may make unarmed strikes with its hands full. There is no such thing as an off-hand attack for a babau striking unarmed. A babau may thus apply its full Strength bonus on damage rolls for all its unarmed strikes. Usually a babau’s unarmed strikes deal lethal damage, but it can choose to deal nonlethal damage instead with no penalty on its attack roll. It has the same choice to deal lethal or nonlethal damage while grappling. A babau’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A babau also deals more damage with its unarmed strikes than a normal creature would, as shown on the Table: Babau. [Monk – Unarmed Strike]
At 2nd Hit Die or higher, a babau can avoid damage from many area of effect attacks. If a babau makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if a babau is wearing light armor or no armor. A helpless babau does not gain the benefit of evasion. [Monk – Evasion]
If a babau can catch an opponent when he is unable to defend himself effectively from its attack, it can strike a vital spot for extra damage. The babau’s attack deals extra damage (called “precision damage“) anytime its target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the babau flanks its target. This extra damage is 1d6 at 3rd Hit Die, and increases by 1d6 every two babau Hit Dice thereafter. Should the babau score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a babau can make a sneak attack that deals nonlethal damage instead of lethal damage. It cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The babau must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A babau cannot sneak attack while striking a creature with concealment. [Ninja – Sneak Attack]
At 4th Hit Die, a babau adds its level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps (doesn’t stack with acrobatic demon, only the higher bonus applies on jump checks). In addition, it always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from its ki pool (see below) as a swift action, a babau gains a +20 bonus on Acrobatics checks made to jump for 1 round. [Monk – High Jump]
At 4th Hit Die, and every 3 Hit Dice gained thereafter, a babau chooses one of the following abilities. Unless otherwise noted, each ability cannot be taken more than once.
Bend Space (Su): Once per turn, by expending 1 ki point as a free action that is part of dealing sneak attack damage, the babau can afflict the target with the effects of a twisted space spell; a Will save negates the spell effect (DC 13 + Wisdom modifier).
Dimension Inversion (Su): A babau can duplicate the hostile juxtaposition spell, using its babau Hit Dice as caster level, by expending 2 ki points (DC 15 + Wisdom modifier). The babau must have at least 8 Hit Dice before selecting this trick.
Dimension Inversion, Greater (Su): A babau can duplicate the greater hostile juxtaposition spell using its babau Hit Dice as caster level, by expending 3 ki points (DC 17 + Wisdom modifier). The babau must have dimension inversion to select this trick.
Disemboweling Strike (Ex): When a babau successfully deals sneak attack damage, it can reduce its sneak attack damage by 2d6 to inflict 1 point of bleed damage to the creature’s Constitution score, which doesn’t stack with itself. A babau must be at least at 13th Hit Die to select this trick.
Ninja Trick: The babau picks a ninja trick instead of a babau trick. This trick can be selected more than once, applying to a different ninja trick each time, unless that ninja trick can be selected more than once. Here is a list of all ninja tricks.
Rogue Talent: The babau picks a rogue talent instead of a babau trick. This trick can be selected more than once, applying to a different rogue talent each time, unless that rogue talent can be selected more than once. Here is a list of all rogue talents.
Sulfur Trick (Ex): Whenever the babau teleports, it can disappear and appear in a smelly cloud of sulfur. Creatures adjacent to it at the starting position or destination of every teleport effect that the babau uses must succeed a Fortitude save or be sickened for 1 round. Creatures with the scent quality are instead dazed for 1 round on a failed save.
Vanishing (Su): A babau can duplicate an invisibility spell (only on itself) using its babau Hit Dice as caster level, by expending 1 ki point.
At its 1st Advancement Tier, a babau gains a pool of ki points, supernatural energy it can use to accomplish amazing feats. The number of points in a babau’s ki pool is equal to 1/2 the babau’s Hit Dice + its Wisdom modifier. As long as it has at least 1 point in its ki pool, it can make a ki strike.
At 4th Hit Die, ki strike allows its unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th Hit Die, its unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th Hit Die, its unarmed attacks are also treated as evil weapons for the purpose of overcoming damage reduction.
At 16th Hit Die, its unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from its ki pool, a babau can do one of the following:
- Make one additional attack at its highest attack bonus when making a full attack, or
- Increase its speed by 20 feet for 1 round, or
- Give itself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
At 6th Hit Die, a babau can steal ki from other creatures. If the babau scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, it can steal some of that creature’s ki. This ability replenishes 1 spent ki point to the babau’s ki pool, as long as the babau has at least 1 point in its ki pool. The babau can exceed its corrupt ki pool maximum number of points using this ability, but extra points that are not used within a minute of being obtained are lost. At 11th Hit Die, each time the babau successfully steals ki, it can make an immediate saving throw against one disease it is suffering from. There is no penalty for failing this saving throw. The babau gains a bonus equal to its Wisdom modifier on this saving throw. [Monk – Hungry Ghost Monk – Steal Ki Pool]
At 7th Hit Die, a babau can steal a creature’s life force to replenish its own. If the babau has at least 1 point in its ki pool and scores a confirmed critical against a living enemy or reduces a living enemy to 0 or fewer hit points, it heals a number of hit points equal to its babau Hit Dice. A babau with this ability cannot steal both ki and hit points at the same time. [Monk – Hungry Ghost Monk – Life Funnel]
By expending 1 ki point a babau of 8th Hit Die can teleport as per the dimension door spell as a move action, but with a range of 10 feet in any direction. This ability counts as a movement to determine how it interacts with a 5-foot step, but a babau can perform any remaining actions it has after using this ability.
At 10th Hit Die, a babau can steal ki or life force from any creature, not just living creatures. If the babau has at least 1 point in its ki pool, it gains the benefit of life funnel and steal ki pool when it confirms a critical against any creature or reduces any creature to 0 or fewer hit points. [Monk – Hungry Ghost Monk – Life from a Stone]
A 11th Hit Die, a babau gains 1 temporary hit point each time it hits an enemy with a melee attack. The babau gains a number of temporary hit points equal to its Wisdom modifier when it scores a critical. The maximum number of temporary hit points the babau can have is equal to its Hit Dice. The temporary hit points disappear 1 hour later. The babau can only use this ability when it has at least 1 point in its ki pool. [Monk – Hungry Ghost Monk – Sipping Demon]
By expending 2 ki points a babau of 14th Hit Die can teleport as per the dimension door spell as a move action. If the babau so wishes, it can teleport as a standard action instead to make this teleport particularly unstable, forcing creatures adjacent to its arrival point to attempt a Will save or be teleported by 10 feet in a random direction (as per dimension door), provoking attacks of opportunity when reappearing and becoming flat-footed until their next action. Should the random teleportation end within a solid object, the creature suffers 5d6 points of damage, if this solid object is another creature, both of them suffer 5d6 points of damage. [Monk – Abundant Step]
By expending 3 ki points a babau of 3rd Advancement Tier can enchant a single door, connecting it to any other door it saw before which is within 100 miles per Hit Die the babau has. For a number of minutes equal to its Hit Dice, any creature crossing one of the doors is instantly transported to the other as per a greater teleport spell. A babau can only have one door at a time enchanted in this way, using this ability again before the effect has expired instantly ends it leaving only the newer instance in effect.
A babau of 17th Hit Die can, as a full-round action, expend 5 ki points to perform a powerful dimensional attack. The babau makes its full attack against a single creature within 30 feet, adding an attack at its highest attack bonus, teleporting between all attacks to a space adjacent to the target. All attacks strike against the target’s flat-footed AC (unless the target cannot become flat-footed or be flanked), thus inflicting sneak attack damage. Any one attack that hits the target (the babau’s choice) is automatically a critical hit. When using this special attack, the babau can’t gain ki points through its steal ki pool ability.
Of Stranger Bonds, © 2019, Alessandro Passera