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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 3211947" data-attributes="member: 2795"><p><strong>Baphomet</strong></p><p></p><p><span style="color: lime">A while ago, I posted a few "demon lords" loosely inspired by their 1E namesakes. While these guys were tough, I didn't make them "ruler of an entire level of the Abyss" tough.</span></p><p></p><p>[sblock=Baphomet's Fluff Text]</p><p>Baphomet is the terrifying demon lord believed to be an unholy champion by minotaurs. In truth, Baphomet is a particularly powerful half-fiendish minotaur who is the father of the minotaur race. He started life as a human paladin serving the god of chivalry. Baphomet's heroism was the stuff of legends, but as his deeds became greater, so did his pride. Eventually, in his arrogance, he led a company of warriors into battle and ordered the indiscriminate slaughter of enemy and innocent alike, justifying his actions by saying that the innocents had give aid and comfort to the forces of evil. Baphomet was called before the hierarchy of his church and stripped of all rank, privilege, and divine powers. Shamed and angered, he cursed his church and the god of chivalry. Before the horrified assembly, the god of chivalry himself intervened, destroying all vestiges of Baphomet's humanity, transforming him into the first minotaur. He was subdued and thrown into the deepest, darkest dungeon to await public execution.</p><p></p><p>While he raged and screamed in the darkness, the avatar of the god of slaughter came to him and offered him the freedom to serve a new master. Baphomet accepted, and he was spirited away. Over the centuries that have passed, Baphomet has fathered the race of minotaurs by numberless acts too savage to relate. He also transcended mortality, becoming a demonic creature of horrific power. Tales of his destructive career as the slaughter god's champion are barely exaggerated, for Baphomet has left in his wake the corpses of countless victims.</p><p></p><p>Baphomet appears to be a blood-chilling combination of minotaur and demon. He stands nearly 10 feet tall and weighs about 500 pounds. His blackened, scaly flesh is stretched tight across of iron-hard muscles. His talons and fangs are blood red, and rust-colored fur covers his bullish head and broad shoulders, trailing down his backbone to his long, thin tail.</p><p></p><p>Baphomet is a devastating combatant. He generally prefers to open combat with a powerful charge, using his bellow and smite good supernatural abilities at the same time. He then uses <em>maze</em> and <em>wall of stone</em> to separate foes from their allies, and uses <em>see invisibility</em> to thwart unseen opponents. Since he can <em>passwall</em> three times per day, his own <em>walls of stone</em> aren't much hindrance to him. If opponents vulnerable to Baphomet's breath weapon are known to be within range, he may opt to exhale gouts of unholy water at them. If these initial rounds of combat have gone well for Baphomet (and they usually do), he'll then fly into a greater rage and manuever to make full attacks as often as possible (inflicting on average 164 points of damage in a single round if all five of his attacks hit). Baphomet likes to throw his greataxe as his last attack during a full attack (striking as a +15 ranged attack) since it returns to him by the beginning of his next turn. If all of his foes aren't dead or fleeing by the time his greater rage ends, Baphomet usually <em>teleports</em> away to rest. He then returns to the scene of the battle to track the survivors for a rematch.</p><p></p><p>Baphomet's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.[/sblock]</p><p>[sblock=Baphomet; CR 22</p><p>Unique barbarian 14]</p><p>CE Huge outsider (chaotic, extraplanar, evil)</p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 120 ft., scent, Listen +24, Spot +20</p><p><strong>Languages</strong> Abyssal, Celestial, Common, Draconic, Giant, Orcish</p><p>-----</p><p><strong>AC</strong> 32 (-2 size, +2 Dex, +10 natural, +9 armor, +3 deflection), touch 13, flat-footed 32; Combat Expertise, improved uncanny dodge, trap sense +4, or</p><p><strong>AC</strong> (when raging) 30 (-2 size, -2 rage, +2 Dex, +10 natural, +9 armor, +3 deflection), touch 11, flat-footed 30; improved uncanny dodge, trap sense +4</p><p><strong>hp</strong> 218 or 278 when raging (20 HD); <strong>DR</strong> 3/- or <strong>DR</strong> 10/good</p><p><strong>Immune</strong> electricity, poison</p><p><strong>Resist</strong> acid 10, cold 10, fire 10</p><p><strong>SR</strong> 30</p><p><strong>Fort</strong> +19 or +22 when raging, <strong>Ref</strong> +11, <strong>Will</strong> +12 or +15 when raging (+19 when raging to resist enchantment spells); trap sense +4</p><p>-----</p><p><strong>Spd</strong> 40 ft. (8 squares), fly 40 ft. (average)</p><p><strong>Melee</strong> <em>+5 returning throwing greataxe</em> +32/+27/+22/+17 (4d6+18/x3) and gore +22 (3d6+4), or</p><p><strong>Melee (when raging)</strong> <em>+5 returning throwing greataxe</em> +35/+30/+25/+20 (4d6+23/x3) and gore +22 (3d6+6), or</p><p><strong>Melee</strong> gore +27 (3d6+9) and 2 claws +22 (1d8+4), or </p><p><strong>Melee (when raging)</strong> gore +30 (3d6+12) and 2 claws +25 (1d8+6)</p><p><strong>Ranged</strong> <em>+5 returning throwing greataxe</em> +25 (4d6+14/x3), or</p><p><strong>Ranged (when raging)</strong> <em>+5 returning throwing greataxe</em> +25 (4d6+17/x3)</p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 15 ft.</p><p><strong>Base Atk</strong> +20; <strong>Grp</strong> +37</p><p><strong>Atk Options</strong> bellow, breath weapon, Great Cleave, greater rage 4/day, Improved Overrun, Improved Trip, Power Attack, powerful charge, smite good 1/day, summon demon</p><p><strong>Combat Gear</strong> <em>crimson horn of Baphomet</em></p><p><strong>Special Actions</strong> animal telepathy 100 ft.</p><p><strong>Spell-Like Abilities (CL 17th):</strong></p><p>At will - <em>deeper darkness, detect good, detect magic, dispel magic, levitate, major image</em> (Will interact 16), <em>see invisibility, telekinesis, teleport</em></p><p>3/day - <em>maze, passwall, shape change, wall of stone</em></p><p>1/day - <em>desecrate, unholy blight</em> (Will partial 17)</p><p>-----</p><p><strong>Abilities</strong> Str 29 (35 when raging), Dex 15, Con 20 (26 when raging), Int 17, Wis 16, Cha 16</p><p><strong>SQ</strong> indomitable will, natural cunning</p><p><strong>Skills</strong> Climb +20*, Concentration +12, Diplomacy +5, Handle Animal +15, Intimidate +20*, Jump +29*, Knowledge (the planes) +11, Listen +24, Ride +4, Search +20, Sense Motive +11, Spot +20, Survival +17* (+19 to follow tracks and +19 on other planes), Swim +20*. (*Climb, Jump, and Swim total includes -1 armor check penalty.)</p><p><strong>Feats</strong> Cleave, Combat Casting, Combat Expertise, Great Cleave, Improved Overrun, Improved Trip, Power Attack, Track (B)</p><p><strong>Possessions</strong> combat gear, plus <em>+5 chain shirt, +5 returning throwing greataxe, amulet of natural armor +2, ring of protection +3, ring of water walking</em>, plus 6,000 gp</p><p>-----</p><p><strong>Animal Telepathy (Su):</strong> Baphomet can communicate telepathically with animals at a range of 100 feet. This ability is otherwise identical to <em>speak with animals</em>.</p><p></p><p><strong>Bellow (Su):</strong> Once per day as a free action, Baphomet can emit a horrifying, bone-shaking bellow. All enemies within 150 feet of Baphomet must make a DC 22 Will save or be panicked for 3d4 rounds. Those that make the Will save are shaken for 1d4 rounds. The save DC is Charisma-based.</p><p></p><p><strong>Breath Weapon (Su):</strong> Six time per day as a standard action, Baphomet can exhale a gout of unholy water in a 60-foot-long line. Creatures with the Good subtype, good-aligned clerics and druids, and paladins suffer 6d4 points of unholy damage if caught in this flood of profane fluid. A DC 25 (or DC 28 if Baphomet is raging) Reflex save halves the damage. The save DC is Constitution-based.</p><p></p><p><strong>Greater Rage (Ex):</strong> Baphomet's bonuses to Strength and Constitution during his rage are each +6 (giving him 60 temporary hit points), and his morale bonus on Will saves is +3. The penalty to AC remains at -2. Baphomet's rage lasts 11 rounds. Baphomet cannot use his spell-like abilities while raging.</p><p></p><p><strong>Improved Uncanny Dodge (Ex):</strong> Baphomet can no longer be flanked. This defense denies a rogue the ability to sneak attack Baphomet by flanking him, unless the attacker has at least four more rogue levels than Baphomet has barbarian levels.</p><p></p><p><strong>Indomitable Will (Ex):</strong> While in a rage, Baphomet gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.</p><p></p><p><strong>Powerful Charge (Ex):</strong> Baphomet typically begins a battle by charging at an opponent, lowering his head to bring his mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +29 attack bonus that deals 5d6+13 points of damage (or +32 attack bonus for 5d6+18 points of damage when raging). He often combines this attack with smite good.</p><p></p><p><strong>Smite Good (Su):</strong> Once per day, Baphomet can make a melee attack that deals an extra +20 points of damage against a good-aligned target.</p><p></p><p><strong>Summon Demon (Sp):</strong> Once per day, Baphomet can attempt to summon a glabrezu with an 85% chance of success. This ability is the equivalent of a 6th-level spell.</p><p></p><p><strong>Natural Cunning (Ex):</strong> Baphomet has immunity to <em>maze</em> spells, never becomes lost, and can track enemies. He is never caught flat-footed.</p><p></p><p><strong>Trap Sense (Ex):</strong> Baphomet gains a +4 bonus on Reflex saves made to avoid traps and a +4 dodge bonus to AC against attacks made by traps.</p><p></p><p><strong>Skills:</strong> Baphomet has a +4 racial bonus on Listen, Search, and Spot checks. Baphomet gains a +4 bonus to Intimidate checks for every size category larger he is.</p><p></p><p><strong><em>Crimson Horn of Baphomet:</em></strong> This magic instrument appears to be normal until someone speaks its command word and sounds it. Then the horn summons 1d4+1 1st-level barbarian minotaurs. If the character who blew the horn is evil-aligned, the minotaurs fight as commanded. If the character who blew the horn is not evil, the minotaurs immediately attack him and fight to the death. The horn can be blow once every seven days, except for Baphomet himself, who can sound the horn once per day. The minotaur barbarians are real creatures of flesh and blood. They fight until all of their opponents or slain, they themselves are slain, or one hour passes.</p><p>Strong conjuration [evil]; CL 13th; Craft Wondrous Item, <em>summon monster VI</em>; Price 50,000 gp; Weight 2 lbs.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3211947, member: 2795"] [b]Baphomet[/b] [color=lime]A while ago, I posted a few "demon lords" loosely inspired by their 1E namesakes. While these guys were tough, I didn't make them "ruler of an entire level of the Abyss" tough.[/color] [sblock=Baphomet's Fluff Text] Baphomet is the terrifying demon lord believed to be an unholy champion by minotaurs. In truth, Baphomet is a particularly powerful half-fiendish minotaur who is the father of the minotaur race. He started life as a human paladin serving the god of chivalry. Baphomet's heroism was the stuff of legends, but as his deeds became greater, so did his pride. Eventually, in his arrogance, he led a company of warriors into battle and ordered the indiscriminate slaughter of enemy and innocent alike, justifying his actions by saying that the innocents had give aid and comfort to the forces of evil. Baphomet was called before the hierarchy of his church and stripped of all rank, privilege, and divine powers. Shamed and angered, he cursed his church and the god of chivalry. Before the horrified assembly, the god of chivalry himself intervened, destroying all vestiges of Baphomet's humanity, transforming him into the first minotaur. He was subdued and thrown into the deepest, darkest dungeon to await public execution. While he raged and screamed in the darkness, the avatar of the god of slaughter came to him and offered him the freedom to serve a new master. Baphomet accepted, and he was spirited away. Over the centuries that have passed, Baphomet has fathered the race of minotaurs by numberless acts too savage to relate. He also transcended mortality, becoming a demonic creature of horrific power. Tales of his destructive career as the slaughter god's champion are barely exaggerated, for Baphomet has left in his wake the corpses of countless victims. Baphomet appears to be a blood-chilling combination of minotaur and demon. He stands nearly 10 feet tall and weighs about 500 pounds. His blackened, scaly flesh is stretched tight across of iron-hard muscles. His talons and fangs are blood red, and rust-colored fur covers his bullish head and broad shoulders, trailing down his backbone to his long, thin tail. Baphomet is a devastating combatant. He generally prefers to open combat with a powerful charge, using his bellow and smite good supernatural abilities at the same time. He then uses [i]maze[/i] and [i]wall of stone[/i] to separate foes from their allies, and uses [i]see invisibility[/i] to thwart unseen opponents. Since he can [i]passwall[/i] three times per day, his own [i]walls of stone[/i] aren't much hindrance to him. If opponents vulnerable to Baphomet's breath weapon are known to be within range, he may opt to exhale gouts of unholy water at them. If these initial rounds of combat have gone well for Baphomet (and they usually do), he'll then fly into a greater rage and manuever to make full attacks as often as possible (inflicting on average 164 points of damage in a single round if all five of his attacks hit). Baphomet likes to throw his greataxe as his last attack during a full attack (striking as a +15 ranged attack) since it returns to him by the beginning of his next turn. If all of his foes aren't dead or fleeing by the time his greater rage ends, Baphomet usually [i]teleports[/i] away to rest. He then returns to the scene of the battle to track the survivors for a rematch. Baphomet's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.[/sblock] [sblock=Baphomet; CR 22 Unique barbarian 14] CE Huge outsider (chaotic, extraplanar, evil) [b]Init[/b] +2; [b]Senses[/b] darkvision 120 ft., scent, Listen +24, Spot +20 [b]Languages[/b] Abyssal, Celestial, Common, Draconic, Giant, Orcish ----- [b]AC[/b] 32 (-2 size, +2 Dex, +10 natural, +9 armor, +3 deflection), touch 13, flat-footed 32; Combat Expertise, improved uncanny dodge, trap sense +4, or [b]AC[/b] (when raging) 30 (-2 size, -2 rage, +2 Dex, +10 natural, +9 armor, +3 deflection), touch 11, flat-footed 30; improved uncanny dodge, trap sense +4 [b]hp[/b] 218 or 278 when raging (20 HD); [b]DR[/b] 3/- or [b]DR[/b] 10/good [b]Immune[/b] electricity, poison [b]Resist[/b] acid 10, cold 10, fire 10 [b]SR[/b] 30 [b]Fort[/b] +19 or +22 when raging, [b]Ref[/b] +11, [b]Will[/b] +12 or +15 when raging (+19 when raging to resist enchantment spells); trap sense +4 ----- [b]Spd[/b] 40 ft. (8 squares), fly 40 ft. (average) [b]Melee[/b] [i]+5 returning throwing greataxe[/i] +32/+27/+22/+17 (4d6+18/x3) and gore +22 (3d6+4), or [b]Melee (when raging)[/b] [i]+5 returning throwing greataxe[/i] +35/+30/+25/+20 (4d6+23/x3) and gore +22 (3d6+6), or [b]Melee[/b] gore +27 (3d6+9) and 2 claws +22 (1d8+4), or [b]Melee (when raging)[/b] gore +30 (3d6+12) and 2 claws +25 (1d8+6) [b]Ranged[/b] [i]+5 returning throwing greataxe[/i] +25 (4d6+14/x3), or [b]Ranged (when raging)[/b] [i]+5 returning throwing greataxe[/i] +25 (4d6+17/x3) [b]Space[/b] 15 ft.; [b]Reach[/b] 15 ft. [b]Base Atk[/b] +20; [b]Grp[/b] +37 [b]Atk Options[/b] bellow, breath weapon, Great Cleave, greater rage 4/day, Improved Overrun, Improved Trip, Power Attack, powerful charge, smite good 1/day, summon demon [b]Combat Gear[/b] [i]crimson horn of Baphomet[/i] [b]Special Actions[/b] animal telepathy 100 ft. [b]Spell-Like Abilities (CL 17th):[/b] At will - [i]deeper darkness, detect good, detect magic, dispel magic, levitate, major image[/i] (Will interact 16), [i]see invisibility, telekinesis, teleport[/i] 3/day - [i]maze, passwall, shape change, wall of stone[/i] 1/day - [i]desecrate, unholy blight[/i] (Will partial 17) ----- [b]Abilities[/b] Str 29 (35 when raging), Dex 15, Con 20 (26 when raging), Int 17, Wis 16, Cha 16 [b]SQ[/b] indomitable will, natural cunning [b]Skills[/b] Climb +20*, Concentration +12, Diplomacy +5, Handle Animal +15, Intimidate +20*, Jump +29*, Knowledge (the planes) +11, Listen +24, Ride +4, Search +20, Sense Motive +11, Spot +20, Survival +17* (+19 to follow tracks and +19 on other planes), Swim +20*. (*Climb, Jump, and Swim total includes -1 armor check penalty.) [b]Feats[/b] Cleave, Combat Casting, Combat Expertise, Great Cleave, Improved Overrun, Improved Trip, Power Attack, Track (B) [b]Possessions[/b] combat gear, plus [i]+5 chain shirt, +5 returning throwing greataxe, amulet of natural armor +2, ring of protection +3, ring of water walking[/i], plus 6,000 gp ----- [b]Animal Telepathy (Su):[/b] Baphomet can communicate telepathically with animals at a range of 100 feet. This ability is otherwise identical to [i]speak with animals[/i]. [b]Bellow (Su):[/b] Once per day as a free action, Baphomet can emit a horrifying, bone-shaking bellow. All enemies within 150 feet of Baphomet must make a DC 22 Will save or be panicked for 3d4 rounds. Those that make the Will save are shaken for 1d4 rounds. The save DC is Charisma-based. [b]Breath Weapon (Su):[/b] Six time per day as a standard action, Baphomet can exhale a gout of unholy water in a 60-foot-long line. Creatures with the Good subtype, good-aligned clerics and druids, and paladins suffer 6d4 points of unholy damage if caught in this flood of profane fluid. A DC 25 (or DC 28 if Baphomet is raging) Reflex save halves the damage. The save DC is Constitution-based. [b]Greater Rage (Ex):[/b] Baphomet's bonuses to Strength and Constitution during his rage are each +6 (giving him 60 temporary hit points), and his morale bonus on Will saves is +3. The penalty to AC remains at -2. Baphomet's rage lasts 11 rounds. Baphomet cannot use his spell-like abilities while raging. [b]Improved Uncanny Dodge (Ex):[/b] Baphomet can no longer be flanked. This defense denies a rogue the ability to sneak attack Baphomet by flanking him, unless the attacker has at least four more rogue levels than Baphomet has barbarian levels. [b]Indomitable Will (Ex):[/b] While in a rage, Baphomet gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage. [b]Powerful Charge (Ex):[/b] Baphomet typically begins a battle by charging at an opponent, lowering his head to bring his mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +29 attack bonus that deals 5d6+13 points of damage (or +32 attack bonus for 5d6+18 points of damage when raging). He often combines this attack with smite good. [b]Smite Good (Su):[/b] Once per day, Baphomet can make a melee attack that deals an extra +20 points of damage against a good-aligned target. [b]Summon Demon (Sp):[/b] Once per day, Baphomet can attempt to summon a glabrezu with an 85% chance of success. This ability is the equivalent of a 6th-level spell. [b]Natural Cunning (Ex):[/b] Baphomet has immunity to [i]maze[/i] spells, never becomes lost, and can track enemies. He is never caught flat-footed. [b]Trap Sense (Ex):[/b] Baphomet gains a +4 bonus on Reflex saves made to avoid traps and a +4 dodge bonus to AC against attacks made by traps. [b]Skills:[/b] Baphomet has a +4 racial bonus on Listen, Search, and Spot checks. Baphomet gains a +4 bonus to Intimidate checks for every size category larger he is. [b][i]Crimson Horn of Baphomet:[/i][/b][i][/i] This magic instrument appears to be normal until someone speaks its command word and sounds it. Then the horn summons 1d4+1 1st-level barbarian minotaurs. If the character who blew the horn is evil-aligned, the minotaurs fight as commanded. If the character who blew the horn is not evil, the minotaurs immediately attack him and fight to the death. The horn can be blow once every seven days, except for Baphomet himself, who can sound the horn once per day. The minotaur barbarians are real creatures of flesh and blood. They fight until all of their opponents or slain, they themselves are slain, or one hour passes. Strong conjuration [evil]; CL 13th; Craft Wondrous Item, [i]summon monster VI[/i]; Price 50,000 gp; Weight 2 lbs.[/sblock] [/QUOTE]
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