
Attributes
Babau
Size
Medium
Monster Race
Fiend (demon)
Alignment
Chaotic Evil
Armor Class
16 (natural armor)
Hit Points
82 (11d8 + 33)
Speed
8m
Attributes
STR
19 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
12 (+1)
CHA
13 (+1)
Features
Skills
Perception +5, Stealth +5
Damage Resistance
Cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
Poison
Condition Immunities
Poisoned
Senses
Darkvision 24m, passive Perception 15
Languages
Abyssal
Challenge
4 (1,100 XP)
Abilities
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
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 1m, one target. Hit: 8 (1d8 + 4) slashing damage.
Spear
Melee or Ranged Weapon Attack: +6 to hit, reach 1m or range 4/12m, 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 4m 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.