Deku Baba

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These strange sentient plants are common throughout the wooded areas of Hyrule and Termina. Lunging forward towards any potential prey, they latch down and immediately begin digesting. Some practical uses have been found for parts of the Baba, from long sticks to hard projectile nuts, and onto a nut that produces an effect similar to a flash-bang.

DEKU BABA CR 4


XP 1,200
N Medium plant
Init +1; Senses blindsight 30 ft.; Perception +1

DEFENSE
AC 14, touch 10, flat-footed 13 ( +1 Dex, +4 natural, –1 size)
HP 30 (6d8 +10)
Fort +8; Ref +3; Will +3
Immune plant traits
Weaknesses attacks on stem deal critical damage, fire

OFFENSE
Speed Immobile
Melee bite +6 (1d8 +4 plus 1d6 acid and grab), and slam +6 (1d6 +4)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d8 +4 plus 1d6 acid)

STATISTICS
Str 18, Dex 16, Con 12, Int —, Wis 13, Cha 9
Base Atk +4; CMB +8 ( +12 grapple); CMD 19 (can’t be tripped)


The seedling version of the Baba, the Mini Baba cannot move, nor lunge at prey. It waits patiently, like a flower, hoping that some animal or adventurer is stupid enough to step inside its mouth.

BABA, MINI CR 1/4


XP 100
N Tiny Plant
Init +2; Senses blindsight 60 ft.; Perception +4

DEFENSE
AC 18, touch 14, flat-footed 16 ( +2 Dex, +4 natural, +2 size)
HP 5 (1d8 +1)
Fort +3, Ref +2, Will +0
Immunities Plant Traits
Weaknesses fire

OFFENSE
Speed Immobile
Melee bite +2 (1d3–2 plus grab)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks constrict (1d2–2)

STATISTICS
Str 7, Dex 15, Con 12, Int —, Wis 10, Cha 2
Base Atk +0; CMB +0 ( +4 grapple); CMD 8 (20 vs. trip)
Skills Perception +4, Swim +10; Racial Modifiers +4 Perception


The Big Baba is the only member of the Baba family that is able to survive once its stem is cut. Some Big Baba have had heads as large as carriages.

BABA, BIG CR 10


XP 9,600
N Huge plant
Init +8; Senses tremorsense 60 ft.; Perception +10

DEFENSE
AC 22, touch 12, flat-footed 18 ( +4 Dex, +10 natural, –2 size)
HP 149 (13d8 +91)
Fort +17, Ref +8, Will +5
Immune plant traits; Resist acid 20
Weakness fire

OFFENSE
Speed 10 ft. (the big baba does not die when severed)
Melee Bite +15 (2d8 +7 plus grab), and 2 Slams +15 (1d8 +7)
Space 15 ft.; Reach 15 ft.
Special Attacks engulf

STATISTICS
Str 25, Dex 18, Con 25, Int 1, Wis 12, Cha 6
Base Atk +9; CMB +18 ( +22 grapple); CMD 32 (can’t be tripped)
Feats Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite)
Skills Perception +10, Stealth +9 ( +17 in undergrowth); Racial Modifiers* +8 Stealth in undergrowth

SPECIAL ABILITIES

Engulf (Ex)
If a Big Baba begins its turn with an opponent at least two size categories smaller than itself grappled in its mouth, it can close its jaws completely around the foe by making a new combat maneuver check (as though attempting to pin the foe). If it succeeds, it engulfs the prey and inflicts 1d8+7 points of damage and 2d6 acid damage as the cavity floods with digestive enzymes. The seal formed is airtight, so an engulfed creature risks suffocation. Engulf is a special form of pinning, and an engulfed creature can escape in the same way as he can from being pinned, but since an engulfed creature is contained wholly inside the plant’s jaws, the Baba’s victim cannot be targeted by effects or attacks that require line of sight or line of effect. A Big Baba that is grappling or pinning a foe cannot attack other targets with that bite, but is not otherwise hindered.

Deku Baba

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