Advertisement
Guest User

Baphomet Stats

a guest
Jul 9th, 2014
255
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.49 KB | None | 0 0
  1. BAPHOMET CR 27
  2.  
  3. XP 3,276,800
  4.  
  5. CE Large outsider (chaotic, demon, evil, extraplanar)
  6.  
  7. Init +43M; Senses darkvision 60 ft., detect good, detect law, see in darkness, true
  8.  
  9. seeing; Perception +63
  10.  
  11. Aura frightful presence (180 ft., DC 38), unholy aura (DC 35)
  12.  
  13. DEFENSE
  14.  
  15. AC 55, touch 44, flat-footed 55 (+4 deflection, +10 insight, +11 Dex, +11 natural, +10
  16.  
  17. profane, –1 size)
  18.  
  19. hp 792 (33d10+462); fast healing 60
  20.  
  21. Fort +31, Ref +33, Will +31
  22.  
  23. Defensive Abilities abyssal resurrection, demonic aura (270 hp), freedom of movement,
  24.  
  25. supernatural cunning, unstoppable; DR 20/cold iron, epic, and good; Immune ability
  26.  
  27. damage, ability drain, charm and compulsion effects, death effects, electricity, energy
  28.  
  29. drain, fire, maze, petrification, poison; Resist acid 30, cold 30; SR 38
  30.  
  31. OFFENSE
  32.  
  33. Speed 50 ft., fly 50 ft. (good)
  34.  
  35. Melee Aizerghaul +54/+49/+44/+39 (2d8+33/19–20/×4), gore +43 (2d8+6/18-20/x3
  36.  
  37. plus 2d6 fire plus burn plus trip), bite +43 (1d8+6)
  38.  
  39. Space 10 ft.; Reach 10 ft. (20 ft. with Aizerghaul)
  40.  
  41. Special Attacks always a chance, breath weapon, burn (4d6 fire, DC 40), fleet warrior,
  42.  
  43. glaive mastery, mythic power (10/day, surge +1d12), mythic spell-like abilities,
  44.  
  45. stunning charge (gore, 4d8+26 plus 2d6 fire, burn and stun), scroll use
  46.  
  47. Spell-Like Abilities (CL 27th; concentration +39)
  48.  
  49. Constant—detect good, detect law, freedom of movement, speak with animals, true
  50.  
  51. seeing, unholy aura (DC 35)
  52.  
  53. At will—astral projection, baleful polymorphM (DC 32), blasphemyM (DC 34),
  54.  
  55. demand, desecrateM, discern location , dominate personM (DC 32), fabricate, greater
  56.  
  57. dispel magic, greater teleport, polymorph any object, telekinesisM (DC 32), major
  58.  
  59. creation, shapechange, unhallow, unholy blightM (DC 31)
  60.  
  61. 3/day—quickened greater dispel magic, mazeM, gate demons, summon minotaurs,
  62.  
  63. symbol of persuasion (DC 33)
  64.  
  65. 1/day—binding, imprisonment (DC 36), mass charm monster (DC 35), miracle, time
  66.  
  67. stopM
  68.  
  69. STATISTICS
  70.  
  71. Str 36, Dex 32, Con 38, Int 37, Wis 29, Cha 35
  72.  
  73. Base Atk +33; CMB +47 (+51 trip); CMD 92 (cannot be disarmed)
  74.  
  75. Feats Combat Reflexes, Craft Construct, Craft Magic Arms and Armor, Craft
  76.  
  77. Wondrous Item, Critical Focus, Great Fortitude, Greater Weapon Focus (glaive),
  78.  
  79. Greater Weapon Specialization (glaive), Improved Critical (glaive)M, Improved
  80.  
  81. InitiativeM, Multiattack, Power Attack (-9/+36;+27;+18)M, Quicken Spell-Like Ability
  82.  
  83. (greater dispel magic), Scribe Scroll, Staggering Critical, Weapon Focus (glaive)M,
  84.  
  85. Weapon Specialization (glaive)M
  86.  
  87. Skills Acrobatics +44, Bluff +48, Diplomacy +48, Fly +49, Handle Animal +45,
  88.  
  89. Intimidate +45, Knowledge (arcana) +49, Knowledge (dungeoneering) +46, Knowledge
  90.  
  91. (geography) +46, Knowledge (history) +46, Knowledge (nobility) +46, Knowledge
  92.  
  93. (planes) +49, Knowledge (religion) +49, Linguistics +46, Perception +63, Sense
  94.  
  95. Motive +45, Spellcraft +49, Stealth +43, Use Magic Device +45; Racial Modifiers +8
  96.  
  97. Perception
  98.  
  99. Languages all languages; speak with animals; telepathy 300 ft.
  100.  
  101. SQ abyssal toughness, amazing initiative, augmented critical (gore), change shape (any
  102.  
  103. animal, magical beast, or minotaur; greater polymorph), heightened awareness, infernal
  104.  
  105. brand, language mastery
  106.  
  107. Gear Aizerghaul, 2d6 scrolls
  108.  
  109. SPECIAL ABILITIES
  110.  
  111. Aizerghaul
  112.  
  113. Aizerghaul (Abyssal for Labyrinth's Final Edge) is a uniquely shaped glaive, the head
  114.  
  115. of which consists of a double blade akin to a crescent moon. This blade is made of
  116.  
  117. ivory, but is razor sharp and as hard as adamantine (and possesses all the qualities
  118.  
  119. of that material). It is a +5 lawful-outsider-bane unholy wounding glaive capable of
  120.  
  121. inflicting particularly horrible and painful wounds on good-aligned targets and devils
  122.  
  123. alike. Such a creature must succeed at a DC 38 Fortitude save each time it's wounded
  124.  
  125. by the glaive or be sickened with pain for as long as the damage caused by the wound
  126.  
  127. persists. Whether the save succeeds or fails, these wounds don't heal naturally and resist
  128.  
  129. magical healing. A character attempting to heal these wounds must succeed at a DC 32
  130.  
  131. caster level check or the healing has no effect on the injured creature. Baphomet can
  132.  
  133. also call Aizerghaul to his hand as a free action.
  134.  
  135. Augmented Critical (Ex)
  136.  
  137. Baphomet's horns are frighteningly sharp, causing wounds far more deadly than
  138.  
  139. they should. Baphomet's gore attack threatens a critical hit on a natural 18-20, and if
  140.  
  141. successful deals triple damage.
  142.  
  143. Breath Weapon (Su)
  144.  
  145. Once every 1d4-1 rounds (minimum 1 round) as a swift action, Baphomet can breathe
  146.  
  147. a 90-foot cone of unholy water infused with negative energy. This deals 20d8 points
  148.  
  149. of negative energy damage. Creatures with the good subtype or the aura of good class
  150.  
  151. ability (such as good aligned clerics or paladins) take 20d12 damage from this attack,
  152.  
  153. and take a -4 penalty on their saving throw. A successful DC 40 Reflex save halves the
  154.  
  155. damage. The save DC is Constitution-based.
  156.  
  157. Glaive Mastery (Ex)
  158.  
  159. Baphomet is exceptionally skilled at fighting with a glaive and cannot be disarmed
  160.  
  161. while wielding one. He can shorten the grip on a glaive and use it to attack adjacent
  162.  
  163. targets at no penalty. Finally, he is treated as a 20th-level fighter for the purposes of
  164.  
  165. fulfilling any feat prerequisites, such as that for Weapon Specialization.
  166.  
  167. Infernal Brand (Su)
  168.  
  169. The mark of Asmodeus is branded on Baphomet's brow, yet this is no mark of fealty
  170.  
  171. or servitude. Rather, Baphomet has claimed the pentagram—a remnant of the time he
  172.  
  173. spend as the archdevil's prisoner—and now draws power from it. The brand grants him
  174.  
  175. his devil-like abilities of fire immunity and see in darkness. In addition, all devils and
  176.  
  177. worshipers of devils take a –2 penalty on saving throws against Baphomet's special
  178.  
  179. attacks and spell-like abilities. He gains a +4 bonus on caster level checks to penetrate
  180.  
  181. a devil's spell resistance, and automatically penetrates a devil's damage reduction with
  182.  
  183. his glaive and natural attacks. Baphomet can spend one use of mythic power to turn
  184.  
  185. himself and his equipment immune for 10 rounds to mythic abilities that allow enemies
  186.  
  187. to ignore or overcome fire immunity.
  188.  
  189. Language Mastery (Ex)
  190.  
  191. Baphomet can speak, read, and understand all languages.
  192.  
  193. Scroll Use (Ex)
  194.  
  195. Baphomet can cast spells from any scroll as if he possessed the spell on a spell list.
  196.  
  197. Spells he casts from scrolls always resolve at caster level 27th.
  198.  
  199. Summon Minotaurs (Sp)
  200.  
  201. Baphomet can summon half-fiend minotaurs, labyrinth minotaurs, and mythic
  202.  
  203. minotaurs as if casting a summon monster spell. He can summon eight half-fiend
  204.  
  205. minotaurs three times per day, and four mythic minotaurs or one labyrinth minotaur
  206.  
  207. once per day. This ability functions as a free action (can be done more than once per
  208.  
  209. round), but otherwise works like the summon universal monster rule with 100% chance
  210.  
  211. of success and counts as a 9th-level spell effect.
  212.  
  213. Supernatural Cunning (Su)
  214.  
  215. Baphomet is never caught flatfooted and gains a +8 bonus on initiative checks. In
  216.  
  217. addition, he's immune to maze spells and can never become lost. He always knows the
  218.  
  219. shortest, most direct route through any maze. After spending 1 minute in any maze, he
  220.  
  221. understands its entire layout implicitly and can teleport to any location using his greater
  222.  
  223. teleport spell-like ability.
  224.  
  225. Stunning Charge (Ex)
  226.  
  227. Any creature hit by Baphomet's powerful charge attack must make a DC 40 Fortitude
  228.  
  229. save or be stunned for 1d4 rounds. The save DC is Constitution-based.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement