Medium fiend, chaotic evil
- Armor Class
- 16 (natural armor)
- Hit Points
- 82 (11d8 + 33)
- Speed
- 40 ft.
- Challenge
- 4 (1,100 XP)
- Skills
- Stealth +5, Perception +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
Actions
The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
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.
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.
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: