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Volo's Guide to Monsters (5e), 2016

Babau CR: 4

Medium fiend (demon), chaotic evil
Armor Class:
Hit Points: 16 (Natural Armor)
Speed: 40 ft

STR

19 +4

DEX

16 +3

CON

16 +3

INT

11 +0

WIS

12 +1

CHA

13 +1

Skills:

Perception +5, Stealth +5

Damage Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, & Slashing from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses:

Darkvision 120 ft, Passive Perception 15

Languages: Abyssal
Challenge Rating: 4 ( 1100 XP)
Proficiency Bonus: +2
by Ben Wootten

Innate Spellcasting. The babau's innate spellcasting ability is Wisdom (spell save DC 11). The babau can innately cast the following spells, requiring no material components:

  • At will: Darkness, Dispel Magic, Fear, Heat Metal, Levitate

Actions

Multiattack. The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when used with two hands to make a melee attack.

Weakening Gaze. The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Suggested Environments

Any climate; Underdark & urban terrain; The Abyss


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