Monster Analysis: Babaus, Chasme

The demonic threats encroaching on their home proved too much for the stone giants, who were forced to leave after a third of their already small clan were killed. With the Mighty Nein’s help, however, Soorna was in a much better position to reclaim her home as they dispatched the initial demonic assault force.

Babaus

  • First Appearance: 2-59 Perspective

  • Armor Class 16

  • Speed 40 ft

  • Darkvision 120 ft, Passive 15

  • Resistant to cold, fire, lightning, and nonmagical weapon damage

  • Immune to poison and poisoned

  • Suggested Average, Max HP: 82, 121

    • Babau 1: 102 damage taken, 28 killing blow by Nott

    • Babau 2: 79 damage taken, 11 killing blow by Yasha

    • Babau 3: 97 damage taken, 7 killing blow by Caduceus

Babaus have been around in D&D lore for a while, but made their 5th edition debut in Volo’s Guide to Monsters. Supposedly spontaneously springing forth when an archdevil struck a demon lord with her sword, babaus are tough and ugly. They have a single horn springing out of the middle of their skull, sharp jagged teeth, and long claws, but none of these generate their special abilities.

A babau can cast a limited number of spells innately, though none of the babaus faced by the Nein utilized them. What they did put to use, though, was their Weakening Gaze. Before or after making an attack, a babau can target a creature within 20 feet. On a failed save, the target only deals half damage on strength-based attacks for the next minute (or until they save at the end of their turn each round). Poor Yasha was targeted and failed twice, greatly diminishing the amount of damage she was able to deal.

As Beau learned, they are resistant to fire damage, so Caleb’s Wall of Fire was more of an annoyance for them than a real danger. Caduceus’ use of Holy Weapon, however, enabled Beau to take massive chunks of their health with every punch. As a result, the three babaus were dispatched with relative ease, despite the small hindrance of their Weakening Gaze. The babaus weren’t the most dangerous things in the room, however...

Chasme

Thanks to @SkidarStudios for this art piece!

  • First Appearance: 2-59 Perspective

  • Armor Class 15

  • Speed 20 ft, 60 ft flying

  • Blindsight 10 ft, Darkvision 120 ft, Passive 15

  • Resistant to cold, fire, and lightning damage

  • Immune to poison and poisoned

  • Suggested Average, Max HP: 84, 143

  • 109 damage taken, 41 HDYWTDT by Soorna

These large human-mosquito hybrid demons look pretty goofy, but are incredibly dangerous. As Fjord and Jester learned to their peril, the buzzing of a chasme’s wings can bring down the mightiest of adventurers. Anyone starting their turn within 30 feet of a chasme has to make a constitution save or fall unconscious for 10 minutes- that’s the same as 100 rounds of combat. The only way to wake someone under this effect is to splash them in the face with holy water or deal damage to them. This effect couples dangerously with a proboscis attack, a melee attack that deals damage and decreases the target’s maximum HP. If a target’s max HP is reduced to 0 from one of these attacks, the target outright dies, which is what would have nearly happened to Fjord had Caduceus not reduced the critical hit to a regular one with Sentinel at Death’s Door (love your clerics, folks).

Soorna was the MVP against this particular foe: she not only immediately recognized the danger the chasme posed to the very squishy back line of the Nein while the heavy-hitters were focused on the three babaus, but she also dealt with it with extreme prejudice. Her two thrown boulders accounted for over three-quarters of the damage dealt to the chasme, with Yasha and Caleb combining for the remainder.

The Mighty Nein

Thanks to @apricots_n_dots for this art piece!

The Mighty Nein largely stuck to tried and true methods throughout the battle. The notable exception was Caduceus’ first time casting a 5th level spell to make Beau’s fists into a Holy Weapon. Though her fists are already considered magical for the purposes of overcoming non-magical physical damage resistance (which is how she can punch ghosts), thanks to the spell, she dealt an additional 2d8 radiant damage with each strike. Beau was the perfect person to cast that on, first because she actually regularly deals physical damage (unlike someone like Caleb, who largely sticks to spells), and second because has the ability to attack up to four times a round (double Yasha’s usual two attacks per round). During the second round, she hit with all four strikes and dealt a staggering 87 damage. The Holy Weapon spell is a bonus action and lasts for an hour, so Beau’s fists are still powered up as they turn their attention to their new foe, a somehow-reanimated half-eaten stone giant corpse...