All | Unique
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
Families | Templates | Types | Subtypes | Universal Monster Rules


Baregara

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

Baregara CR 12

Source Bestiary 3 pg. 34, Pathfinder #42: Sanctum of the Serpent God pg. 80
XP 19,200
CE Large outsider (chaotic, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +22

Defense

AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, –1 size)
hp 168 (16d10+80)
Fort +15, Ref +14, Will +10
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 23

Offense

Speed 30 ft., climb 40 ft.
Melee bite +23 (1d8+8), 2 claws +23 (1d10+8 plus grab), gore +23 (1d8+8)
Space 10 ft., Reach 10 ft.
Special Attacks devouring grapple, monstrous challenge, one-armed hold
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)

Statistics

Str 26, Dex 19, Con 20, Int 15, Wis 16, Cha 17
Base Atk +16; CMB +25 (+29 grapple); CMD 39
Feats Critical Focus, Improved Initiative, Intimidating Prowess, Iron Will, Power Attack, Quicken Spell-Like Ability (hold person), Step Up, Throw Anything
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
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.

Ecology

Environment warm forests (Abyss)
Organization solitary, pair, or troop (3–5)
Treasure standard

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.

Description

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.