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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.
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