Babau
Challenge Rating: 6
Size: Medium
Type: Navirite Fey
Initiative: +5
Defense
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
Offense
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
Statistics
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;
Ecology
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.