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- BAPHOMET CR 27
- XP 3,276,800
- CE Large outsider (chaotic, demon, evil, extraplanar)
- Init +43M; Senses darkvision 60 ft., detect good, detect law, see in darkness, true
- seeing; Perception +63
- Aura frightful presence (180 ft., DC 38), unholy aura (DC 35)
- DEFENSE
- AC 55, touch 44, flat-footed 55 (+4 deflection, +10 insight, +11 Dex, +11 natural, +10
- profane, –1 size)
- hp 792 (33d10+462); fast healing 60
- Fort +31, Ref +33, Will +31
- Defensive Abilities abyssal resurrection, demonic aura (270 hp), freedom of movement,
- supernatural cunning, unstoppable; DR 20/cold iron, epic, and good; Immune ability
- damage, ability drain, charm and compulsion effects, death effects, electricity, energy
- drain, fire, maze, petrification, poison; Resist acid 30, cold 30; SR 38
- OFFENSE
- Speed 50 ft., fly 50 ft. (good)
- Melee Aizerghaul +54/+49/+44/+39 (2d8+33/19–20/×4), gore +43 (2d8+6/18-20/x3
- plus 2d6 fire plus burn plus trip), bite +43 (1d8+6)
- Space 10 ft.; Reach 10 ft. (20 ft. with Aizerghaul)
- Special Attacks always a chance, breath weapon, burn (4d6 fire, DC 40), fleet warrior,
- glaive mastery, mythic power (10/day, surge +1d12), mythic spell-like abilities,
- stunning charge (gore, 4d8+26 plus 2d6 fire, burn and stun), scroll use
- Spell-Like Abilities (CL 27th; concentration +39)
- Constant—detect good, detect law, freedom of movement, speak with animals, true
- seeing, unholy aura (DC 35)
- At will—astral projection, baleful polymorphM (DC 32), blasphemyM (DC 34),
- demand, desecrateM, discern location , dominate personM (DC 32), fabricate, greater
- dispel magic, greater teleport, polymorph any object, telekinesisM (DC 32), major
- creation, shapechange, unhallow, unholy blightM (DC 31)
- 3/day—quickened greater dispel magic, mazeM, gate demons, summon minotaurs,
- symbol of persuasion (DC 33)
- 1/day—binding, imprisonment (DC 36), mass charm monster (DC 35), miracle, time
- stopM
- STATISTICS
- Str 36, Dex 32, Con 38, Int 37, Wis 29, Cha 35
- Base Atk +33; CMB +47 (+51 trip); CMD 92 (cannot be disarmed)
- Feats Combat Reflexes, Craft Construct, Craft Magic Arms and Armor, Craft
- Wondrous Item, Critical Focus, Great Fortitude, Greater Weapon Focus (glaive),
- Greater Weapon Specialization (glaive), Improved Critical (glaive)M, Improved
- InitiativeM, Multiattack, Power Attack (-9/+36;+27;+18)M, Quicken Spell-Like Ability
- (greater dispel magic), Scribe Scroll, Staggering Critical, Weapon Focus (glaive)M,
- Weapon Specialization (glaive)M
- Skills Acrobatics +44, Bluff +48, Diplomacy +48, Fly +49, Handle Animal +45,
- Intimidate +45, Knowledge (arcana) +49, Knowledge (dungeoneering) +46, Knowledge
- (geography) +46, Knowledge (history) +46, Knowledge (nobility) +46, Knowledge
- (planes) +49, Knowledge (religion) +49, Linguistics +46, Perception +63, Sense
- Motive +45, Spellcraft +49, Stealth +43, Use Magic Device +45; Racial Modifiers +8
- Perception
- Languages all languages; speak with animals; telepathy 300 ft.
- SQ abyssal toughness, amazing initiative, augmented critical (gore), change shape (any
- animal, magical beast, or minotaur; greater polymorph), heightened awareness, infernal
- brand, language mastery
- Gear Aizerghaul, 2d6 scrolls
- SPECIAL ABILITIES
- Aizerghaul
- Aizerghaul (Abyssal for Labyrinth's Final Edge) is a uniquely shaped glaive, the head
- of which consists of a double blade akin to a crescent moon. This blade is made of
- ivory, but is razor sharp and as hard as adamantine (and possesses all the qualities
- of that material). It is a +5 lawful-outsider-bane unholy wounding glaive capable of
- inflicting particularly horrible and painful wounds on good-aligned targets and devils
- alike. Such a creature must succeed at a DC 38 Fortitude save each time it's wounded
- by the glaive or be sickened with pain for as long as the damage caused by the wound
- persists. Whether the save succeeds or fails, these wounds don't heal naturally and resist
- magical healing. A character attempting to heal these wounds must succeed at a DC 32
- caster level check or the healing has no effect on the injured creature. Baphomet can
- also call Aizerghaul to his hand as a free action.
- Augmented Critical (Ex)
- Baphomet's horns are frighteningly sharp, causing wounds far more deadly than
- they should. Baphomet's gore attack threatens a critical hit on a natural 18-20, and if
- successful deals triple damage.
- Breath Weapon (Su)
- Once every 1d4-1 rounds (minimum 1 round) as a swift action, Baphomet can breathe
- a 90-foot cone of unholy water infused with negative energy. This deals 20d8 points
- of negative energy damage. Creatures with the good subtype or the aura of good class
- ability (such as good aligned clerics or paladins) take 20d12 damage from this attack,
- and take a -4 penalty on their saving throw. A successful DC 40 Reflex save halves the
- damage. The save DC is Constitution-based.
- Glaive Mastery (Ex)
- Baphomet is exceptionally skilled at fighting with a glaive and cannot be disarmed
- while wielding one. He can shorten the grip on a glaive and use it to attack adjacent
- targets at no penalty. Finally, he is treated as a 20th-level fighter for the purposes of
- fulfilling any feat prerequisites, such as that for Weapon Specialization.
- Infernal Brand (Su)
- The mark of Asmodeus is branded on Baphomet's brow, yet this is no mark of fealty
- or servitude. Rather, Baphomet has claimed the pentagram—a remnant of the time he
- spend as the archdevil's prisoner—and now draws power from it. The brand grants him
- his devil-like abilities of fire immunity and see in darkness. In addition, all devils and
- worshipers of devils take a –2 penalty on saving throws against Baphomet's special
- attacks and spell-like abilities. He gains a +4 bonus on caster level checks to penetrate
- a devil's spell resistance, and automatically penetrates a devil's damage reduction with
- his glaive and natural attacks. Baphomet can spend one use of mythic power to turn
- himself and his equipment immune for 10 rounds to mythic abilities that allow enemies
- to ignore or overcome fire immunity.
- Language Mastery (Ex)
- Baphomet can speak, read, and understand all languages.
- Scroll Use (Ex)
- Baphomet can cast spells from any scroll as if he possessed the spell on a spell list.
- Spells he casts from scrolls always resolve at caster level 27th.
- Summon Minotaurs (Sp)
- Baphomet can summon half-fiend minotaurs, labyrinth minotaurs, and mythic
- minotaurs as if casting a summon monster spell. He can summon eight half-fiend
- minotaurs three times per day, and four mythic minotaurs or one labyrinth minotaur
- once per day. This ability functions as a free action (can be done more than once per
- round), but otherwise works like the summon universal monster rule with 100% chance
- of success and counts as a 9th-level spell effect.
- Supernatural Cunning (Su)
- Baphomet is never caught flatfooted and gains a +8 bonus on initiative checks. In
- addition, he's immune to maze spells and can never become lost. He always knows the
- shortest, most direct route through any maze. After spending 1 minute in any maze, he
- understands its entire layout implicitly and can teleport to any location using his greater
- teleport spell-like ability.
- Stunning Charge (Ex)
- Any creature hit by Baphomet's powerful charge attack must make a DC 40 Fortitude
- save or be stunned for 1d4 rounds. The save DC is Constitution-based.
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