Mark Chance
Boingy! Boingy!
The Lords of the Abyss are one-of-a-kind demon lords of exceptional power. They are suitable for use as the driving force behind evil schemes facing lower-level characters, or can challenge higher-level characters more directly. Newly added is Fraz-Urb'Luu, created around a fiendish half-dragon storm giant. Unlike the previous two abyssal lords, Fraz-Urb'Luu is a truly epic monster.
DEMON
Demons are a race of creatures native to chaotic evil-aligned planes. They are ferocity personified and will attack any creature just for the sheer fun of it, even other demons.
Demon Traits: Most demons possess the following traits (unless otherwise noted in a creature’s entry).
*Immunity to electricity and poison.
*Resistance to acid 10, cold 10, and fire 10.
*Summon (Sp): Many demons share the ability to summon others of their kind (the success chance and type of demon summoned are noted in each monster description). Demons are often reluctant to use this power until in obvious peril or extreme circumstances.
*Telepathy.
*Except where otherwise noted, demons speak Abyssal, Celestial, and Draconic.
*The Lords of the Abyss do not have standard treasure. Their major possessions are listed under their individual descriptions.
BAPHOMET
Huge Outsider (Chaotic, Extraplanar, Evil)
14th-Level Barbarian
Hit Dice: 6d8+30 plus 14d12+70 (218 hp), or 6d8+48 plus 14d12+112 (278 hp) when raging
Initiative: +2
Speed: 40 ft. (8 squares), fly 40 ft. (average)
Armor Class: 32 (-2 size, +2 Dex, +10 natural, +9 armor, +3 deflection), touch 13, flat-footed 32
Base Attack/Grapple: +20/+37
Attack: +5 returning throwing greataxe +32 melee (4d6+18/x3) or gore +27 melee (3d6+9), or +5 returning throwing greataxe +35 melee (4d6+23) or +30 gore (3d6+12) when raging; or +5 returning throwing greataxe +25 ranged (4d6+14/x3), or +5 returning throwing greataxe +25 ranged (4d6+17/x3) when raging
Full Attack: +5 returning throwing greataxe +32/+27/+22/+17 melee (4d6+18/x3) and gore +22 melee (3d6+4), or +5 returning throwing greataxe +35/+30/+25/+20 melee (4d6+23/x3) and gore +22 melee (3d6+6) when raging; or +5 returning throwing greataxe +25 ranged (4d6+14/x3), or +5 returning throwing greataxe +25 ranged (4d6+17/x3) when raging
Space/Reach: 15 ft./15 ft.
Special Attacks: Bellow, breath weapon, greater rage 4/day, powerful charge (5d6+13 or 5d6+18 when raging), natural weapons, smite good, spell-like abilities, summon demon
Special Qualities: Animal telepathy 100 ft., DR 3/-, DR 10/good, darkvision 120 ft., improved uncanny dodge, immunity to electricity and poison, indomitable will, natural cunning, resistances, scent, SR 30, trap sense +4
Saves: Fort +19 or +22 when raging, Ref +11, Will +12 or +15 when raging (+19 when raging to resist enchantment spells)
Abilities: Str 29 (35 when raging), Dex 15, Con 20 (26 when raging), Int 17, Wis 16, Cha 16
Skills: 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*, Swim +20. (Climb, Jump, and Swim total includes -1 armor check penalty.)
Feats: Cleave, Combat Casting, Expertise, Great Cleave, Improved Overrun, Improved Trip, Power Attack, Track (B)
Environment: An evil-aligned plane
Organization: Unique
Challenge Rating: 20
Alignment: Chaotic evil
Advancement: By character class
Level Adjustment: --
Baphomet is the terrifying demon lord believed to be an unholy champion by minotaurs. In truth, Baphomet is a particularly powerful sort of 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 and transforming him into the first minotaur. He was then 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 17 feet tall and weighs about 7,500 pounds. His bat-like wings have a span of nearly 40 feet. Blackened, scaly flesh stretches tight across of his iron-hard muscles. His talons and horns are blood red, and rust-colored fur covers his bullish head and broad shoulders, trailing down his backbone to his long, thin tail. In horrible contrast, Baphomet's eyes are the beautiful blue color of a clear summer sky. Baphomet speaks Abyssal, Celestial, Draconic, Giant, Common, and Orcish.
COMBAT
Baphomet is a devastatingly powerful 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 maze and wall of stone to separate foes from their allies, and uses see invisibility to thwart unseen foes. Since he can passwall three times per day, his own walls of stone 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 teleports 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 he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Bellow (Su): 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.
Breath Weapon (Su): 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.
Greater Rage (Ex): 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.
Natural Weapons (Ex): Baphomet prefers to fight armed, but he can use his horns and claws if necessary. Attack: Gore +27 melee (3d6+9), or gore +30 melee (3d6+12) when raging. Full Attack: Gore +27 melee (3d6+9) and 2 claws +22 melee (1d8+4), or gore +30 melee (3d6+12) and 2 claws +25 melee (1d8+6) when raging.
Powerful Charge (Ex): Baphomet typically begins a battle by charging at an opponent, lowering its head to bring its 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.
Smite Good (Su): Once per day, Baphomet can make a melee attack that deals an extra +20 points of damage against a good-aligned target.
Spell-Like Abilities: At will - deeper darkness, detect good, detect magic, dispel magic, levitate, major image, see invisibility, telekinesis, teleport. 3/day - maze, passwall, shape change, wall of stone. 1/day - desecrate, unholy blight. Caster level 17th. Save DC = 13 + spell level.
Summon Demon (Sp): 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.
Animal Telepathy (Su): Baphomet can communicate telepathically with animals at a range of 100 feet. This ability is otherwise identical to speak with animals.
Improved Uncanny Dodge (Ex): 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.
Indomitable Will (Ex): 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.
Natural Cunning (Ex): Baphomet has immunity to maze spells, never becomes lost, and can track enemies. He is never caught flat-footed.
Resistances (Ex): Acid 10, cold 10, fire 10.
Trap Sense (Ex): Baphomet gains a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps.
Skills: 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. He gains a +2 bonus on Survival checks made while on other planes and a +2 bonus on Survival checks to find or follow tracks.
Possessions: +5 chain shirt, +5 returning throwing greataxe, amulet of natural armor +2, ring of protection +3, ring of water walking, crimson horn of Baphomet, plus 6,000 gp.
Crimson Horn of Baphomet: 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, summon monster VI; Price 50,000 gp; Weight 2 lbs.
DEMON
Demons are a race of creatures native to chaotic evil-aligned planes. They are ferocity personified and will attack any creature just for the sheer fun of it, even other demons.
Demon Traits: Most demons possess the following traits (unless otherwise noted in a creature’s entry).
*Immunity to electricity and poison.
*Resistance to acid 10, cold 10, and fire 10.
*Summon (Sp): Many demons share the ability to summon others of their kind (the success chance and type of demon summoned are noted in each monster description). Demons are often reluctant to use this power until in obvious peril or extreme circumstances.
*Telepathy.
*Except where otherwise noted, demons speak Abyssal, Celestial, and Draconic.
*The Lords of the Abyss do not have standard treasure. Their major possessions are listed under their individual descriptions.
BAPHOMET
Huge Outsider (Chaotic, Extraplanar, Evil)
14th-Level Barbarian
Hit Dice: 6d8+30 plus 14d12+70 (218 hp), or 6d8+48 plus 14d12+112 (278 hp) when raging
Initiative: +2
Speed: 40 ft. (8 squares), fly 40 ft. (average)
Armor Class: 32 (-2 size, +2 Dex, +10 natural, +9 armor, +3 deflection), touch 13, flat-footed 32
Base Attack/Grapple: +20/+37
Attack: +5 returning throwing greataxe +32 melee (4d6+18/x3) or gore +27 melee (3d6+9), or +5 returning throwing greataxe +35 melee (4d6+23) or +30 gore (3d6+12) when raging; or +5 returning throwing greataxe +25 ranged (4d6+14/x3), or +5 returning throwing greataxe +25 ranged (4d6+17/x3) when raging
Full Attack: +5 returning throwing greataxe +32/+27/+22/+17 melee (4d6+18/x3) and gore +22 melee (3d6+4), or +5 returning throwing greataxe +35/+30/+25/+20 melee (4d6+23/x3) and gore +22 melee (3d6+6) when raging; or +5 returning throwing greataxe +25 ranged (4d6+14/x3), or +5 returning throwing greataxe +25 ranged (4d6+17/x3) when raging
Space/Reach: 15 ft./15 ft.
Special Attacks: Bellow, breath weapon, greater rage 4/day, powerful charge (5d6+13 or 5d6+18 when raging), natural weapons, smite good, spell-like abilities, summon demon
Special Qualities: Animal telepathy 100 ft., DR 3/-, DR 10/good, darkvision 120 ft., improved uncanny dodge, immunity to electricity and poison, indomitable will, natural cunning, resistances, scent, SR 30, trap sense +4
Saves: Fort +19 or +22 when raging, Ref +11, Will +12 or +15 when raging (+19 when raging to resist enchantment spells)
Abilities: Str 29 (35 when raging), Dex 15, Con 20 (26 when raging), Int 17, Wis 16, Cha 16
Skills: 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*, Swim +20. (Climb, Jump, and Swim total includes -1 armor check penalty.)
Feats: Cleave, Combat Casting, Expertise, Great Cleave, Improved Overrun, Improved Trip, Power Attack, Track (B)
Environment: An evil-aligned plane
Organization: Unique
Challenge Rating: 20
Alignment: Chaotic evil
Advancement: By character class
Level Adjustment: --
Baphomet is the terrifying demon lord believed to be an unholy champion by minotaurs. In truth, Baphomet is a particularly powerful sort of 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 and transforming him into the first minotaur. He was then 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 17 feet tall and weighs about 7,500 pounds. His bat-like wings have a span of nearly 40 feet. Blackened, scaly flesh stretches tight across of his iron-hard muscles. His talons and horns are blood red, and rust-colored fur covers his bullish head and broad shoulders, trailing down his backbone to his long, thin tail. In horrible contrast, Baphomet's eyes are the beautiful blue color of a clear summer sky. Baphomet speaks Abyssal, Celestial, Draconic, Giant, Common, and Orcish.
COMBAT
Baphomet is a devastatingly powerful 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 maze and wall of stone to separate foes from their allies, and uses see invisibility to thwart unseen foes. Since he can passwall three times per day, his own walls of stone 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 teleports 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 he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Bellow (Su): 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.
Breath Weapon (Su): 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.
Greater Rage (Ex): 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.
Natural Weapons (Ex): Baphomet prefers to fight armed, but he can use his horns and claws if necessary. Attack: Gore +27 melee (3d6+9), or gore +30 melee (3d6+12) when raging. Full Attack: Gore +27 melee (3d6+9) and 2 claws +22 melee (1d8+4), or gore +30 melee (3d6+12) and 2 claws +25 melee (1d8+6) when raging.
Powerful Charge (Ex): Baphomet typically begins a battle by charging at an opponent, lowering its head to bring its 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.
Smite Good (Su): Once per day, Baphomet can make a melee attack that deals an extra +20 points of damage against a good-aligned target.
Spell-Like Abilities: At will - deeper darkness, detect good, detect magic, dispel magic, levitate, major image, see invisibility, telekinesis, teleport. 3/day - maze, passwall, shape change, wall of stone. 1/day - desecrate, unholy blight. Caster level 17th. Save DC = 13 + spell level.
Summon Demon (Sp): 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.
Animal Telepathy (Su): Baphomet can communicate telepathically with animals at a range of 100 feet. This ability is otherwise identical to speak with animals.
Improved Uncanny Dodge (Ex): 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.
Indomitable Will (Ex): 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.
Natural Cunning (Ex): Baphomet has immunity to maze spells, never becomes lost, and can track enemies. He is never caught flat-footed.
Resistances (Ex): Acid 10, cold 10, fire 10.
Trap Sense (Ex): Baphomet gains a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps.
Skills: 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. He gains a +2 bonus on Survival checks made while on other planes and a +2 bonus on Survival checks to find or follow tracks.
Possessions: +5 chain shirt, +5 returning throwing greataxe, amulet of natural armor +2, ring of protection +3, ring of water walking, crimson horn of Baphomet, plus 6,000 gp.
Crimson Horn of Baphomet: 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, summon monster VI; Price 50,000 gp; Weight 2 lbs.
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