Baphomet (Demon Prince of Beasts)
Fire burns on the central horn and in the rheumy eyes of this bestial winged demon, who stands more than twice a human’s height.
First appearing in trial transcripts during the Inquisition of the Knights Templar with the publication of various pseudo-history works that tried to link the Knights Templar with conspiracy theories elaborating on their suppression.
When the medieval order of the Knights Templar was suppressed by King Philip IV of France. Having French Templars simultaneously arrested, and then tortured into confessions. The name Baphomet comes up in several of these confessions, in reference to the idol the Templars had been worshipping. The description of the object changed from confession to confession. Some Templars denied any knowledge of it. Others, under torture, described it as being either a severed head, a cat, or a head with three faces.
The charge was notable because it was different from usual forced confessions. Over 100 different charges had been leveled against the Templars, most of them clearly false, as they were the same charges that were leveled against other of King Philip’s enemies.
For example, he had earlier kidnapped Pope Boniface VIII and charged him with near identical offenses of heresy, spitting and urinating on the cross, and sodomy. However, the charges about the worship of an idol named Baphomet, were unique to the Inquisition of the Templars. As Karen Ralls has pointed out, “There is no mention of Baphomet either in the Templar Rule or in other medieval period Templar documents”.
Baphomet—Lord of the Minotaurs—was created from the soul of the first minotaur.
In those days, he was a powerfully muscled specimen, and was kept as a consort until the day he stole away, seeking to gain even greater favor by claiming a legendary trophy. Baphomet’s ambition was as great as his folly, and he invaded the deepest layer of Hell, intent on stealing Asmodeus’s ruby rod for his mistress. Needless to say, he was swiftly caught. Asmodeus imprisoned Baphomet in a devious maze the archdevil proclaimed to be unsolvable, even by the first minotaur.
The archdevil also carved his own symbol into Baphomet’s brow with the nail of his index finger in an attempt to fully subjugate the minotaur.
But in this attempt, it was Asmodeus who overstepped his bounds. Not only did Baphomet solve the seemingly unsolvable maze after a mere decade, but as he escaped, he also took the world-sized labyrinth with him. Baphomet had changed over that time, becoming almost emaciated in his build, yet growing much wiser. He did not return to his mistress’s side, but instead took the archdevil’s infernal maze and made it his own as he claimed a portion of the Abyss as his realm.
This was eons ago, and now Baphomet is a powerful demon lord in his own right. He works to increase the influence of his cult on countless worlds, building his forces so that one day he might again invade Hell. But this time, Baphomet plans on taking much more than Asmodeus’s weapon—he intends to take Asmodeus’s life!
Baphomet’s Cult
Baphomet is worshiped by conspirators, secret societies, corrupted crusaders, and above all else, minotaurs. His minotaur worshipers venerate him openly; in their art, Baphomet is typically depicted as a more classical bullheaded, minotaur-like creature, and when he deigns to appear before these worshipers he often assumes this form. His humanoid worshipers venerate him in secret, offering prayers and sacrifices in hidden shrines and dark temples beyond the sight of society and communicating in a complex series of hand gestures when in mixed company.
He has two symbols. To most, including his minotaurs, his symbol is a brass minotaur’s head with ruby eyes. His secret societies use this symbol as well, but also mark his works with the inverted pentagram, sometimes decorating the star shape with an image of his face. His favored weapon is the glaive, although he does not abide any of his followers wielding a weapon that looks like his. He grants access to the domains of Animal, Chaos, Evil, and Strength, and to the subdomains of Demon, Ferocity, Fur, and Resolve.
Section 15: Copyright Notice
Pathfinder Adventure Path #77: Herald of the Ivory Labyrinth © 2013, Paizo Publishing, LLC; Author: Wolfgang Baur.
- Baphomet, Demon Prince of Beasts 5E Stat Block
- Baphomet, Demon Prince of Beasts 3.5 Edition Stat Block
Demon Lord Baphomet, Prince of Beasts
Huge fiend (demon), chaotic evil
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Armor Class 22 (natural)
Hit Points 500 (25d12 + 200)
Speed 40 ft.
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STR | DEX | CON | INT | WIS | CHA |
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30 (+10) | 14 (+2) | 26 (+8) | 18 (+4) | 24 (+7) | 18 (+4) |
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Saving Throws Dex +9, Con +15, Wis +14
Skills Athletics +17, Intimidation +17, Perception +14
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhausted, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages All, telepathy 120 ft.
Treasure Heartcleaver
Challenge 23 (50,000 XP)
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Charge: If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 27 (6d8) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked Prone.
Innate Spellcasting. Baphomet’s innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material components:
At will: detect magic
3/day each: dispel magic, dominate beast, hunter’s mark, maze, wall of stone
1/day each: teleport
Labyrinthine Recall: Baphomet can perfectly recall any path he has traveled and he is immune to the maze spell.
Legendary Resistance (3/day) If Baphomet fails a saving throw, he can choose to succeed instead.
Magic Resistance. Baphomet has advantage on saving throws against spells and other magical effects.
Magic Weapons. Baphomet’s weapon attacks are magical.
Reckless: At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn.
ACTIONS
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Multiattack. Baphomet makes three attacks, one with Heartcleaver, one with his bite and one with his gore.
Heartcleaver. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (3d10 + 12) slashing damage. A creature wounded by the weapon must make a DC 23 Constitution saving throw or take 5 (1d10) necrotic damage at the start of its turn. It can continue making saves at the end of its turn to end the effect. The necrotic damage can only be healed during a short or long rest. Attacks against the wounded creature have advantage as do checks to track the creature. This effect ends when the necrotic damage is healed.
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage.
Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) piercing damage.
Frightful Presence. Each creature of Baphomet’s choice that is within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saving throws have disadvantage if Baphomet is within line of sight of the creature. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Baphomet’s Frightful Presence for the next 24 hours.
LEGENDARY ACTIONS
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Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Baphomet regains spent legendary actions at the start of his turn.
Attack. Baphomet makes an attack.
Fear Baphomet uses his frightful presence.
Trampling Charge (Costs 3 actions). Baphomet moves up to his speed, then makes a gore attack with advantage. He may move over hostile creatures, dealing 10 damage to any who fail a DC 25 Strength saving throw.
LAIR ACTIONS
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On initiative count 20 (losing initiative ties), Baphomet takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
• Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet creates this effect again.
• Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the effect if he chooses.
• Baphomet casts mirage arcana, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20.
REGIONAL EFFECTS
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The region containing Baphomet’s lair is warped by his magic, which creates one or more of the following effects. If Baphomet dies, these effects fade over the course of 1d10 days.
• Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges and other flora in the form of small mazes.
• Beasts within 1 mile of the lair become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby.
• If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 19 Wisdom saving throw or descend into a madness determined by the Madness of Baphomet table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
Madness of Baphomet
A creature that goes mad in Baphomet’s lair or within sight of the demon lord gains a character flaw as listed below.
1-20 | “My anger consumes me. I can’t be reasoned with when my rage has been stoked.” |
21-40 | “I degenerate into beastly behavior, seeming more like a wild animal than a thinking being.” |
41-60 | “The world is my hunting ground. Others are my prey.” |
61-80 | “Hate comes easily to me and explodes into rage.” |
81-100 | “I see those who oppose me not as people, but as beasts meant to be preyed upon.” |
Baphomet, Demon Prince of Beasts
Originally Posted by RAGNAROKISCOMING2007 of the Wizards Community forums.
Baphomet, Demon Prince of Beasts | |
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Huge outsider (chaotic,evil,extraplanar,tanar’ri) | |
Symbol | Baphomet’s face with 4 red eyes on a blood red square |
Cosmic Rank | 10 (13 in Endless Maze) |
HD | 58d8 + 1,102 + 160 (1,726 hp) |
Initiative | +13 |
Speed | 90 ft. |
AC | 65 (+10 deflection, +9 Dexterity, +38 natural, -2 size) touch 27, flat-footed 56 |
BAB/Grapple | +58/+87 |
Attack | +8, keen, vile, vorpal, wounding, huge axe, Maw of the Beast king +89 melee (4d6 + 47 +1 Constitution +1 vile plus bite (2d6 + 10)/17-20/x3), or gore +77 melee (2d8 + 21) |
Full attack | +8 keen, vile, vorpal, wounding, huge axe, Maw of the Beast king +89 melee (4d6 +47 +1 Constitution +1 vile plus bite (2d6 + 10)/17-20/x3), and gore +77 melee (2d8 + 21), and tail slap +72 melee (2d6+10 plus Baphomet’s Tail(see below)), OR gore +77 melee (2d8 + 21), and claws +72 melee (1d8 + 10), and tail slap +72 melee (2d6+10 plus Baphomet’s Tail(see below)) |
Space/reach | 15ft./ 10ft.(15ft. with Greataxe) |
Special attacks | Bellow, Bloodlust, Breath Weapon, Constrict, Improved Grab, maze of Horror, Powerful Charge, Scientific Beast, Spell-Like Abilities, Summon Minotaurs, Summon Tanar’ri, Toss |
Special qualities | Darkvision 60ft., Demon Prince of Beasts, DR 40/Epic Good and cold iron, Energy Resistance to Acid 40, Cold 40, Fire 40, Immunity to Electricity and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, maze, Mind- Affecting Effects, Petrification, and Polymorphing, Natural Cunning, Ravaged Form (Baphomet’s Tail), Ravaged Form (Bloodlust Eyes), Ravaged Form (Horns of the Beast King), Regeneration 15, Scent, SR 63, Telepathy 1000 ft., true seeing, Wild Empathy |
Saves | Fort +56, Ref +40, Will +42 |
Abilities | Strength 53, Dexterity 28, Constitution 48, Intelligence 27, Wisdom 30, Charisma 31 |
Skills | Climb +82, Concentration +80, Diplomacy +71, Handle Animal +71, Hide +70, Intimidate +71, Jump +106, Knowledge (nature) +69, Knowledge (the planes) +69, Listen +71, Move Silently +70, Search +69, Sense Motive +71, Spot +71, Survival +71, Swim +82, |
Feats | Awesome Blow, Cleave, Combat Expertise, Dark Speech, Dodge, Great Fortitude, Greater Weapon Focus (Greataxe), Greater Weapon Specialization (Greataxe), Improved Bull Rush, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Mobility, Power Attack, Spring Attack, Weapon Focus (Greataxe), Weapon Specialization (Greataxe), Whirlwind Attack |
Epic Feats | Epic Fortitude, Epic Toughness (x8), Epic Weapon Focus (Greataxe), Epic Weapon Specialization (Greataxe), Improved Whirlwind Attack |
Environment | |
Organization | Solitary (unique) or Group (Baphomet, 6 half-fiend minotaurs (barbarian 20), and 6 bulezau (barbarian 15) |
CR | 50 |
Treasure | Maw of the Beast King |
Alignment | Chaotic Evil |
Combat:
Baphomet enjoys fighting his foes in melee with his vile axe. He usually starts of by using a Maze of Horror ability against the strongest foe. He does this so that he can focus on taking out the weakest of his foes. He uses Powerful Charge frequently, followed the next round by a full attack. Against a large number of foes he summons half-fiend minotaurs and tanar’ri to his side. He rarely uses his spell-like abilities, except against foes who assault him at range.
Bellow (Su): Once every 1d4 rounds as a standard action, Baphomet can unleash a thunderous bellow. All creatures within 60 ft. must succeed on a Will save DC 54 or become panicked for 3d6 rounds. This is a sonic, mind-affecting fear ability. The save is Charisma-based.
Bloodlust (Su): 10/day, whenever Baphomet deals damage to a foe, he is overcome with bloodlust. At this point, Baphomet rages like a barbarian of his level for 1 hour. Can be turned off only after killing at least one creature and bathing in their blood as a standard action.
Breath Weapon (Su): Baphomet can spew forth a 90 ft. cone of unholy water infused with negative energy. It deals 15d8 points of negative energy damage. Reflex save DC 63 halves. Creatures with the good subtype or aura of good class ability (such as good-aligned clerics or paladins) instead take 15d12 and take a -4 penalty on their saving throw. The DC is Constitution-based.
Constrict (Ex): In addition to the normal tail slap damage and effects, Baphomet deals 6d6 + 30 points of damage while constricting with his tail. Those who succumb to the poison of his tail spikes fall to the ground helpless immediately after Baphomet releases his hold.
Demon Prince of Beasts: As the Prince of Beasts, Baphomet can grant bestial creatures, even the mundane creatures of the Mortal Coil, with dark power.
- -Any animal or beast type creature within 1000ft of Baphomet, becomes fiendish and quickly rush to his aid. 5 days after the Baphomet has left, the fiendish template wears off.
- -Bulezaus, Goristros, and minotaurs who serve Baphomet automatically enters a rage as a barbarian of their level, as long as they stay within 100 ft. of Baphomet.
Improved Grab (Ex): If Baphomet attacks with his tail he can attempt a grapple. If successful he establishes a hold and can constrict.
If Baphomet attacks with his Greataxe he can attempt a grapple. If successful he establishes a hold and can use one special ability of the Maw of the Beast King.
Maze of Horror (Su): 10/day, Baphomet can banish a creature into a maze, as the spell of his level. Each round, the creature must make an Intelligence check DC 35 to escape. Failure indicates that the creature takes the wrong path and runs into an encounter with 3 half-fiend minotaurs (barbarian 15). The creature must defeat them before making another Intelligence check. If the creature doesn’t escape, the maze disappears after 10 minutes leaving the creature in a state of fear and confusion. The creature must succeed a Will save DC 53 or be frightened and confused (CL58) for 3d6 rounds. Those who do escape in time suffer no effects. The DC is Charisma-based.
Natural Cunning (Ex): Baphomet possesses an innate cunning and logical ability similar to that of a minotaur. He is immune to maze spells, never becomes lost, and can Track enemies as if he had the Track feat. He is never caught flat-footed.
Powerful Charge (Ex): Baphomet lower his head, pointing his massive horns forward, and charges. In addition to the normal benefits and penalties of a charge, this allows him to make a single gore attack with a +85 attack bonus that deals 4d8 + 42 points of damage.
Ravaged Form (Baphomet’s Tail): Baphomet’s vile tail is covered in bloody spikes, which inject poison into his victims. Those hit by it take and initial 2d6 Constitution damage followed by a secondary 2d6 Constitution damage. Fort save DC 63 halves damage and negates extra effects. Those who fail their saves fall helpless to the ground for 1d6 rounds. Constitution damage can be healed through a greater restoration spell of at least 30th level. The DC is Constitution-based.
Ravaged Form (Bloodlust Eyes): Baphomet possesses 4 red eyes, which incites terrifying bloodlust in his foes. Those who look Baphomet in the eyes must succeed a Will save DC 54 or be overcome by bloodlust. The affected creature attacks all, whether friend or foe (except Baphomet), until it or its foe(s) dies. This bloodlust can only be cured by a greater restoration spell of at least 30th level. The DC is Charisma-based.
Ravaged Form (Horns of the Beast King): Adorning Baphomet’s head, are 2 pairs of massive horns. They allow him to perform a more potent charge attack using his horns. While charging, Baphomet gains a +8 bonus to attack rolls and Strength checks made to bull rush. He deals double damage and takes a -2 penalty to AC. He can also toss (see below) his foes.
Scientific Beast (Ex): Baphomet is known for his scientific experiments, some of which created the bulezaus, ghours, and goristros. While in his Tower of Science, Baphomet involves himself in many experiments, such as torture, death, skinning, taxidermy, vivisection, dissection, etc. If Baphomet manages to catch a helpless creature on the battlefield, he won’t hesitate to conduct a few experiments on them, which either results in serious wounds or complete destruction of their body. As a full round action, Baphomet can perform one of the following on helpless foes:
- -Dissection – 10/day; As a coup de grace against a helpless creature, Baphomet can attempt to dissect them by using his claws to split them open. The creature in question must succeed on a Fortitude save DC equal to (10 + damage dealt + Baphomet’s Strength bonus). If successful, the creature takes damage from the claw as if it were a critical hit. They also take an extra 3d6 Constitution damage. They also bleed a lot, taking 20 points of damage from blood loss each round (Heal check DC 45 stops the bleeding).If unsuccessful, the creature dies and cannot be resurrected by anything less than a true resurrection spell of at least 30th level.
- -Vivisection – 15/day; As a coup de grace against a helpless creature, Baphomet hacks into the creature’s body, attempting to harvest vital organs for his personal use. Treat this as an automatic critical with a claw attack. The creature in question must succeed on a Fortitude save DC equal to (15 + damage dealt + Baphomet’s Strength bonus). Success indicates that Baphomet misses the vital organs. The creature takes damage from the claw as if it were a critical hit, plus an extra 1d6 Constitution damage. They also bleed a lot, taking 15 points of damage from blood loss each round (Heal check DC 45 stops the bleeding). If unsuccessful, the creature dies but can be raised normally.
- -Skinning 5/day; As a coup de grace against a helpless creature, Baphomet grabs a hold of the creature’s flesh and rips it off of their very bones. This is the most gruesome of his ‘experiments’ Treat this as an automatic critical with a claw attack. The creature in question must succeed on a Fortitude save DC 65 (Strength-based). Success indicates that Baphomet only tears off a large portion the creature’s skin. This deals 5d6 Constitution. 20 points of damage from blood loss each round (Heal check DC 45 stops the bleeding). Even after the bleeding has stopped, any action that causes the creature to move, they must first succeed on a Fortitude save DC 45 or double over in pain and take no actions for 1 round.
Only a miracle or wish spell restores the creature’s missing skin. greater restoration is still needed to cure Constitution damage. If unsuccessful, not only is the creature’s skin ripped from their bones, but their very soul is taken as well. Their soul is stored within their skin as if by a Trap the soul[i] spell. Thus, the skin must be retrieved from Baphomet’s possession, in order to raise the creature by way of a miracle or wish spell.
Spell-Like Abilities (Sp): CL 58th; DC 29 + spell level
At will-acid fog, animate dead, astral projection, baleful polymorph, blasphemy, bull’s strength, charm monster, desecrate, detect law, detect good, Detect Magic, dominate animal, dominate monster, fly, greater dispel magic, greater invisibility, greater magic fang, greater teleport, hold animal, magic circle against law, magic circle against good, mass hold monster, maze, mirage arcana, persistent image, polymorph, power word stun, rage, restoration, resurrection, suggestion, symbol of fear symbol of pain, symbol of weakness, telekinesis unhallow, unholy aura, unholy blight
9/day: animal growth, awaken, destruction, greater restoration, true resurrection.
3/day: Earthquake, wish.
Summon Minotaurs (Sp): 6/day Baphomet can summon 10 half- fiend minotaurs (barbarian 15).
Summon Tanar’ri (Sp): 3/day Baphomet can summon 5 bulezaus (barbarian 15), and 1d3 advanced goristro (35 HD)
Toss (Ex): After a successful charge attack, Baphomet gets a free trip attempt. If he wins the Strength check during the trip attempt, instead of simply knocking the opponent prone, he tosses the opponent into the air with his horns, dropping the opponent prone up to 30 ft. away in a random direction. They take an extra 3d6 points of falling damage. Characters with ranks in the Tumble skill who are not flat-footed can make a Tumble check DC 65 to avoid damage and land on their feet.
Wild Empathy (Ex): Baphomet can use Wild Empathy as a 58th level druid.
Possessions: Baphomet carries with him the Maw of the Beast King, which he created himself long ago in The Tower of Science.
Maw of the Beast King: This gruesome weapon appears as a Greataxe made of two bestial heads. Their mouths open and close rapidly as if they were eating something. From the top of their noses, to the bottom of their chins are massive blades, which curve to form a weapon similar to a Greataxe. Connected to the bottom of the axe is a 12 ft. wooden pole. It functions as a +8 keen, vile, vorpal, wounding, huge axe. With each successful strike, one of the bestial heads automatically bites the subject of the attack. This bite deals an extra 2d6 + 10 points of damage. On a successful critical hit with the axe eats away at the victim’s soul and deal 3d6 Constitution damage (Fortitude save DC 60 halves). If Baphomet attacks with his Greataxe he can attempt a grapple at a +68 bonus (-10 penalty). If successful he establishes a hold and can use one of the following special abilities:
- -He can cause the axe to bite, once more, deeper into the creature’s flesh dealing double damage and 2d6 Constitution damage (Fortitude save DC 65 halves) as the creature bleeds uncontrollably from a gruesome wound. They also take an extra 10 points of damage each round from blood loss. Baphomet can use this ability over and over, dealing 2d6 Constitution (Fortitude save DC 65 halves) and an extra 10 points of damage from blood loss. Heal check DC 45 stops the bleeding. The first 2 DC’s are Strength-based.
- -Baphomet can toss Large, or smaller creatures, 100ft. in any direction, dealing 10d6 points of falling damage. Tumble check DC 60 halves. The DC is Strength-based.
- Those killed by this weapon are absorbed into the gaping maws of the bestial heads and trapped as if by a Trap the soul spell. Only a miracle or wish spell can release the soul. However the creature in question is still dead (-10 hp).