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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8563381" data-attributes="member: 53176"><p><h3>Baphomet (MToF, BG: DiA, first printed in OotA)</h3><p></p><p>Baphomet, the Prince of Beasts. The Horned King. Demon Lord of brutality and posting “We live in a Society” memes on the internet. The most interesting thing about this entry is the inclusion of powers for Cultists. Particularly Incite the Hunters, which allows a Cult Leader to inspire their flock to get a bunch of extra hits. However, unlike the other bovine fiend Bael, we have no idea of exactly the number or kind of forces that the Horned King can muster. We do know that particularly successful cultists are sometimes transformed into Minotaurs and even Tanarukks (later in this book). Additionally, Baphomet has some kind of connection to the Bulezau( also later in this book), and that the Goristro Demons live somewhere in his realm. But given the random nature of the Abyss, perhaps the most appropriate thing to do is just roll on a table to see what other demons are there that day.</p><p></p><p>Like almost all high end threats, Baphomet is deadliest in his palace, the Lyktion. Where he can employ his Lair Actions to change the terrain, Reverse Gravity, or just seal off random doors. No matter where you meet him though, he is going to charge directly into battle, literally.</p><p>His attack routine should be moving enough to trigger the knockdown on his Gore Attack, then following through with the rest of his Multiattack including Frightful Presence. While he is mostly a melee-bound brute, he does have some recourse against pesky ranged units, including Charging as a Legendary Actions and the spell <em>Wall of Stone</em>. <em>Dispel Magic</em> is useful against those who can’t fly naturally, or any caster doing something annoying. However his best trick is the<em> Maze</em> spell. A form of control that doesn’t require an attack roll or a saving throw. With it he can shelve anyone who isn’t a Wizard Artificer, or Bard for most of the fight. And should combat go sour, he could always <em>Teleport</em> away.</p><p></p><p>In this reprinting, his third(!) for the edition, Baphomet gained a great big gob of hp and lost access to the<em> Hunters Mark</em> and<em> Detect Magic</em> Spells. His Heartcleaver attack was changed into Force damage due to the loss of the Magical Weapons ability, and Frightful Presence was included into his Multiattack. Also lost is the Madness of Baphomet table, which grants characters a random flaw just for looking at him (though the actual utility of such a thing is a bit questionable)</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8563381, member: 53176"] [HEADING=2]Baphomet (MToF, BG: DiA, first printed in OotA)[/HEADING] Baphomet, the Prince of Beasts. The Horned King. Demon Lord of brutality and posting “We live in a Society” memes on the internet. The most interesting thing about this entry is the inclusion of powers for Cultists. Particularly Incite the Hunters, which allows a Cult Leader to inspire their flock to get a bunch of extra hits. However, unlike the other bovine fiend Bael, we have no idea of exactly the number or kind of forces that the Horned King can muster. We do know that particularly successful cultists are sometimes transformed into Minotaurs and even Tanarukks (later in this book). Additionally, Baphomet has some kind of connection to the Bulezau( also later in this book), and that the Goristro Demons live somewhere in his realm. But given the random nature of the Abyss, perhaps the most appropriate thing to do is just roll on a table to see what other demons are there that day. Like almost all high end threats, Baphomet is deadliest in his palace, the Lyktion. Where he can employ his Lair Actions to change the terrain, Reverse Gravity, or just seal off random doors. No matter where you meet him though, he is going to charge directly into battle, literally. His attack routine should be moving enough to trigger the knockdown on his Gore Attack, then following through with the rest of his Multiattack including Frightful Presence. While he is mostly a melee-bound brute, he does have some recourse against pesky ranged units, including Charging as a Legendary Actions and the spell [I]Wall of Stone[/I]. [I]Dispel Magic[/I] is useful against those who can’t fly naturally, or any caster doing something annoying. However his best trick is the[I] Maze[/I] spell. A form of control that doesn’t require an attack roll or a saving throw. With it he can shelve anyone who isn’t a Wizard Artificer, or Bard for most of the fight. And should combat go sour, he could always [I]Teleport[/I] away. In this reprinting, his third(!) for the edition, Baphomet gained a great big gob of hp and lost access to the[I] Hunters Mark[/I] and[I] Detect Magic[/I] Spells. His Heartcleaver attack was changed into Force damage due to the loss of the Magical Weapons ability, and Frightful Presence was included into his Multiattack. Also lost is the Madness of Baphomet table, which grants characters a random flaw just for looking at him (though the actual utility of such a thing is a bit questionable) [/QUOTE]
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