dangerous demi-demons [Archive] - Wizards Community

Post/Author/DateTimePost
Zaster

11-29-03, 04:23 AM
Nothing ground-breaking here -- just an applied template and some class levels.
I do welcome any suggestions or improvements however.

Baphomere (Minotaur Half-Fiend, 6th Level Blackguard)
Large Outsider (Augmented Monstrous Humanoid) (Native)
Hit Dice: 6D8+36 plus 6D10+36 (132 hp)
Initiative: +2
Speed: 20 ft. in breastplate (4 squares), fly 20 ft. (average) in breastplate; base speed 30 ft., fly 30 ft. (average)
Armor Class: 22 (-1 size, +1 dex, +6 natural, +6 +1 breastplate), touch 10, flat-footed -- (see text)
Base Attack/Grapple: +12/+22
Attack: +1 Keen greataxe +18 melee (3d6+10/19-20/X3) or claw +17 melee (1d6+6)
Full Attack: +1 Keen greataxe +18/+13/+8 melee (3d6+10/19-20/X3), bite +12 melee (1d8+3), and gore +12 melee (1d8+3); or 2 claws +17 melee (1d6+6), bite +12 melee (1d8+3), and gore +12 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful Charge 4d6+9, smite good, sneak attack +1d6, spells, spell-like abilities
Special Qualities: Aura of evil, aura of dispair, command undead, damage reduction 10/magic, darkvision 60 ft., immunity to poison, poison use, resistance to acid 10, cold 10, electricity 10, and fire 10, spell resistance 22
Saves: Fort +17, Ref +10, Will +10
Abilities: Str 23, Dex 12, Con 22, Int 12, Wis 13, Cha 14
Skills: Concentration +21, Craft +6 (armor-smithing), Craft +6 (weapon-smithing), Heal +6, Hide +2, Intimidate +17, Knowledge (dungeoneering) +6, Knowledge (religion) +6, Listen +18, Search +15, Sense Motive +4, Spot +18, Survival +7(+9 underground or following tracks)
Feats: Cleave, Great Fortitude, Improved Sunder, Power Attack, Track
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: By character class

This great brute resembles a solid black minotaur with baleful red eyes and scaly, bat-like wings. It wears a breastplate of bronze inscribed with strange symbols and wields an ornate greataxe in it's claw-like hands.

Legend states that these creatures were originally bred, trained, and equipped in the court of the demon lord Baphomet to act as scouts. However, some of them seem to be without fixed masters, seeking power and plunder according to thier own whims. Others forge temporary alliances with exceptionally powerful (and sinister) mortal masters. In turn, baphomeres tend to attract evil underlings of thier own, which they bully without mercy. Like minotaurs, some baphomeres seek out treacherous lairs that confound intruders. However, they enjoy more lavish surroundings than thier cruder kin.

A baphomere stands over eight feet tall and weighs about 900 pounds. Its fur is course and black, its ebon wings scaled like a reptile, its eyes terrible and red. Baphomeres speak Common, Giant, and Abyssal.

Combat
A baphomere prefers to allow petty underlings to harass and confuse its opponents before charging in to finish them with its mighty axe and horns. It does not command its inferiors in a disciplined manner and will sometimes tolerate substantial losses. It usually employs its strongest allies as a personal bodyguard.

Powerful Charge (Ex): A baphomere can begin combat by charging like a minotaur. In addition to the normal benefits and hazards of a charge, this allows a single gore attack with a +12 attack bonus that deals 4d6+9 points of damage.

Natural cunning (Ex): Like a minotaur, a baphomere is immune to maze spells, never becomes lost, and can track enemies. A baphomere is never caught flat-footed.

Smite Good (Su): Twice per day, a baphomere can make a single melee attack to deal 12 extra points of damage against a good foe. It adds its Charisma bonus (+2) to the attack roll.

Class Abilities: The typical baphomere has all the class abilities of a 6th level blackguard (DMG). On checks for commanding undead, it gets a +2 synergy bonus from its knowledge (religion) skill.

Spell-like Abilities: At will -- detect good; 3/day -- darkness, poison (DC 16); 1/day -- blasphemy (DC 19), contagion (DC 16), desecrate, unholy blight (DC16). Caster level is 12th. The save DCs are Charisma-based. A baphomere also casts spells as a 6th level blackguard:
Typical Blackguard Spells Known (2/1/1; save DC 11+ spell level)
1-- corrupt weapon (X2); 2-- bull's strength; 3-- cure serious wounds

Skills: A baphomere gets a +4 racial bonus to Search, Spot, and Listen checks.