3e SRD:Devil, Barbazu

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Barbazu

Size/Type: Medium Outsider (Evil, Lawful)
Hit Dice: 6d8+6 (33 hp)
Initiative: +4 (Improved Initiative)
Speed: 40 ft.
AC: 17 (+7 natural)
Attacks: 2 claws +8; or Glaive +8/+3 melee, beard (see text)
Damage: Glaive 1d10+3 and wounding; claw 1d4+2; beard 1d8+2 and disease
Face/Reach: 5 ft. by 5 ft./5 ft. (10ft. with glaive)
Special Attacks: Wounding, beard, battle frenzy, summon devil
Special Qualities: Damage reduction 10/+1, SR 23, fire and poison immunity, cold and acid resistance 20, see in darkness, telepathy
Saves: Fort +6, Ref +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/Terrain: Any land and underground
Organization: Solitary, team (2-4), or squad (6-10)
Challenge Rating: 7
Treasure: Standard
Alignment: Always lawful evil
Advancement: 7-9 HD (Medium-size); 10-18 (Large)

Except where noted below, all devils speak Infernal, Celestial, and Draconic.

Combat

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 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 Devil (Sp): Some devils can summon other devils much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no devils answer the summons. Summoned creatures automatically return whence they came after 1 hour. A devil that has just been summoned cannot use its own summon ability for 1 hour. 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.

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

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



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