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Devil:Barbazu (Baatezu)
Size & Type (subtype):Medium-Size Outsider (Evil, Lawful)Hit Dice:6d8+6 (33)
Initiative:   +4 (Improved Initiative)   Speed:   40 ft.  
Armor Class:   17 (+7 natural)   Attacks:   Glaive +8/+3 melee; or claws +8 melee, beard (see text)  
Damage:   Glaive 1d10+3 and wounding; claw 1d4+2; beard 1d8+2 and disease   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Wounding, beard, battle frenzy, summon baatezu   Special Qualities:   Damage reduction 10/+1, SR 23, baatezu qualities  
Saving Throws  Fortitude: 6  
Reflex: 5  
Will: 5  
Abilities:   Str: 15
Dex: 11
Con: 13
Int: 6
Wis: 10
Cha: 10
Skills:   Concentration +7, Hide +6, Listen +6, Move Silently +6, Sense Motive +6, Spot +6   Feats:   Cleave, Improved Initiative  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, team (2-4), or squad (6-10)  
Challenge Rating:   7   Challenge Rating Value:   7  
Treasure:   Standard   Alignment:   Always lawful evil  
Advancement:   7-9 HD (Medium-size); 10-18 HD (Large)  


Barbazu speak Infernal, Celestial, and Draconic.


Spell-Like Abilities: At will: animate dead, charm person, command, desecrate, magic weapon, major image, produce flame, and suggestion. Barbazu also can induce fear by touch as the spell, except it affects only the creature touched. These abilities are as cast by an 8th-level sorcerer (save DC 10 + spell level). A barbazu can teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 12th-level sorcerer.

Wound (Su): A hit from a barbazu's glaive causes a bleeding wound. The injured creature loses 2 additional hit points each round until the wound is bound (a DC 10 Heal check) or the creature dies. This is an ability of the barbazu, not of the weapon.

Beard (Ex): If a barbazu hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature must succeed at a Fortitude save (DC 14) or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength). Damage is dealt each day until the afflicted creature succeeds at three consecutive Fortitude saves, the disease is cured magically, or the creature dies.

Battle Frenzy (Ex): A barbazu can work itself into a battle frenzy similar to the barbarian's rage ability (+4 Strength, +4 Constitution, +2 morale bonus to Will saves, -2 AC penalty), for a +2 morale bonus to attacks and damage and 12 extra hit points. The frenzy lasts 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 of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour.

Immunities (Ex): Baatezu are immune to fire and poison.

Resistances (Ex): Baatezu have cold and acid resistance 20.

See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Telepathy (Su): Baatezu can communicate telepathically with any creature within 100 feet that has a language.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002