DEMONS: DEMON LORDS
This section provides game statistics for the demon
lords who are detailed in chapter 1. They are incredibly
formidable opponents.
BAPHOMET
Civilization is weakness and savagery is strength in the
credo of Baphomet, the Horned King and the Prince of
Beasts. He rules over minotaurs and others with savage
hearts. He is worshiped by those who want to break the
confines of civility and unleash their bestial natures, for
Baphomet envisions a world without restraint, where
creatures live out their most savage desires.
Cults devoted to Baphomet use mazes and complex
knots as their emblems, creating secret places to in-
dulge themselves, including labyrinths of the sort their
master favors. Bloodstained crowns and weapons of
iron and brass decorate their profane altars.
Over time, Baphomet's cultists become tainted by his
influence, gaining bloodshot eyes and coarse, thicken-
ing hair. Small horns eventually sprout from the fore-
head. In time, a devoted cultist might transform entirely
into a minotaur-considered the greatest gift of the
Prince of Beasts.
Baphomet appears as a great, black-furred minotaur,
20 feet tall with six iron horns. An infernal light burns
in his red eyes. Although he is filled with bestial blood
lust, there lies within him a cruel and cunning intellect
devoted to subverting all of civilization.
Baphomet wields a great glaive called Heartcleaver.
He sometimes casts this deadly weapon aside so that he
can charge his enemies and gore them with his horns,
trampling them into the earth and rending them with
his teeth like a beast.
BAPHOMET
1
S LAIR
Baphomet's lair is his palace, the Lyktion, which is on
the layer of the Abyss called the Endless Maze. Nes-
tled within the twisting passages of the plane-wide
labyrinth, the Lyktion is immaculately maintained and
surrounded by a moat constructed in the fashion of
a three-dimensional maze. The palace is a towering
structure whose inte rior is as labyrinthine as the plane
on which it resides, populated by minotaurs, goristros,
and quasits.
LAIR ACTIO NS
On initiative count 20 (losing initiative ties),
Baphomet can-take a lair action to cause one of
the following magical effects; he can't use the
same effect two rounds in a row:
- Baphomet seals one doorway or other en-
tryway within the lair. The opening must
be unoccupied. It is filled with solid
stone for 1 minute or until Baphomet
creates this effect again.
CHAPTER 6 I BESTIARY
Baphomet chooses a room within the lair that is no
larger in any dimension than 100 feet. Until the next
initiative count 20, gravity is reversed within that
room. Any creatures or objects in the room when this
happens fall in the direction of the new pull of grav-
ity, unless they have some means of remaining aloft.
Baphomet can ignore the gravity reversal if he's in the
room, although he likes to use this action to land on a
ceiling to attack targets flying near it.
- Baphomet casts mirage arcane, affecting a room
within the lair that is no larger in any dimension
than 100 feet. The effect ends on the next initia-
tive count 20.