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Baregara

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This lumbering apelike Monster has blood-red fur, twisted horns, and a hideous fanged orifice set in the center of its chest.

Although natives of the Abyss that often serve as minions for powerful demons or Demon Lords, baregaras are not in fact demons themselves. Some scholars classify them as “proto-demons”—monsters like bebiliths or xacabras that could perhaps someday complete their supernatural evolution into full demonic glory, but that have not quite yet reached that end. Of course, to the baregara's victims, these debates are incidental.

In the Abyss, baregaras form small troops just like the apes of the Material Plane. These troops are led by the strongest Fighter or an individual anointed by a powerful demon the baregara troop serves. Rivalries between troops are part of a complex hierarchy that is all but incomprehensible to non-baregaras, but planar scholars have observed that all baregaras take trophies from notable kills, and that these grisly mementos play some role in establishing the convoluted social standing of the troop leaders and their followers.

Even when knuckle-walking on their enormous hands, baregaras stand over 12 feet high when measured to the top of their horns, and their dense bodies can weigh up to 1,500 pounds.

Special Abilities

Devouring Grapple (Ex) The mouth at the center of a baregara's chest automatically deals 2d8+4 points of Damage per round to any Creature the baregara successfully grapples.

Monstrous Challenge (Su) As a Standard Action, a baregara can make an Intimidate Check to demoralize an opponent. If this check is successful, the baregara surges with power and gains a +4 enhancement bonus to Strength and Constitution for 10 minutes. This ability is usable three times per day.

One-Armed Hold (Ex) A baregara's huge arms allow it to initiate and maintain a Grapple without the standard 4 Penalty for not having both hands free.

Attributes

AC
25, Touch 13, Flat-footed 21 (+4 Dex, +12 Natural, 1 Size)
Alignment
Ce
Base Atk
+16
CMB
+25 (+29 Grapple)
CMD
39
CR
CR 12
Cha
17
Con
20
Creature Type
Outsider (Chaotic, Evil, Extraplanar)
DR
10/good
Dex
19
Environment
Warm Forests (Abyss)
Feats
Critical Focus , Improved Initiative , Intimidating Prowess , Iron Will , Power Attack , Quicken Spell-like Ability ( Hold Person ), Step Up , Throw Anything
Fort
+15
HP
168 (16d10+80)
Immune
Electricity, Poison
Init
Ce Large Outsider ( Chaotic , Evil , Extraplanar ) +8
Int
15
Languages
Abyssal, Celestial, Common, Draconic; Telepathy 100 Ft.
Melee
Bite +23 (1d8+8), 2 Claws +23 (1d10+8 Plus Grab ), Gore +23 (1d8+8)
Organization
Solitary, Pair, Or Troop (35)
Reach
10 Ft.
Ref
+14
Resist
Acid 10, Cold 10, Fire 10
Senses
Darkvision 60 Ft.; Perception +22
Size
Large
Skills
Acrobatics +15, Bluff +14, Climb +27, Diplomacy +11, Intimidate +30, Knowledge (Nature) +10, Knowledge (Planes) +13, Perception +22, Sense Motive +14, Stealth +19, Survival +19, Swim +16
Space
10 Ft.
Special Attacks
Devouring Grapple, Monstrous Challenge, One-armed Hold
Speed
30 Ft., Climb 40 Ft.
Spell Resistance
23
Spell-Like Abilities
(Cl 16th; Concentration +19) Constant— See Invisibility At Will— Dispel Magic , Teleport (Self Plus 50 Lbs. Of Objects Only) 3/day—quickened Hold Person (Dc 16) 1/day—summon (Level 4, 1d4 Dire Apes 50% Or 1d2 Girallons 35%), Unholy Blight (Dc 17)
Str
26
Treasure
Standard
Will
+10
Wis
16
XP
19,200
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