Out of the Abyss

(Jeff_L) #1

APPENDIX D : DEMON LORDS


Here a re game statistics for the demon lords who have
roles to play in this story. Beware! They are formidable
opponents.

BAPHOMET
Civilization is weakness and savagery is strength in the
credo of Baphomet, the Horned King and the Prince of
Beasts. He r ules over minotaurs and others with savage
hearts. He is worshiped by those who want to break the
confmes of civility and unl<~ash their bestial natures, for
Baphomet envisions a world without restraint, where
creatures live out their most savage desires.
CuJts devoted to Baphomet use mazes and complex
knots as their emhkms, 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 evemually 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 himself appears as a great, black-furred
minowur, 20 feet tall with six iron horns. An infernal
light burns in his red eyes. Although filled with bestial
bloodlust, there lies within a cruel and cunning intellect
devoted to subverting all or civilizalion.
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.

B APHOMET'S LAI R
Baphomer'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 itself is a towering
structure whose interior is as labyrinthine as the plane
on which it resides, populated by rninotaurs, goristros,
and quasits.

LAIR ACTIONS
On initiative count 20 (los ing 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.
    Baphomet chooses a room
    within the lair that is no larger in
    any dimension than 100 feet. Un-


APPE!I:DIX D I DEMO~ 1 OROS


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 ofthc new pull of
gravity, unless they have some means of re maining
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 nying near it.
Baphomet casts mirage arcane, affecting a room
within the lair that is no longer in any dimension
than 100 feet. The effect ends on the next initia-
tive count 20.

BAI>HOMiiT
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