Demon Baphomet

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Baphomet first appeared in trial transcripts during the Inquisition of the Knights Templar with the publication of various pseudo-history works that tried to linked 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".

Roleplaying

Originally Posted by

RAGNAROKISCOMING2007 of the Wizards Community forums.

On this Thread

Baphomet, Demon Prince of Beasts
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 [i]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).

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