Baphomet, Prince of Beasts (CR 20)
Huge Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Chaotic evil
Initiative: +7(+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., scent, true seeing, Listen +35, and Spot +35
Languages: Abyssal, Common, Giant; telepathy 300 ft.
AC: 38 (-2 size, +3 Dex, +27 natural), touch 11, flat-footed 35
Hit Dice: 24d8+264 (372 hp); DR: 20/cold iron and good
Fort +25, Ref +17, Will +22
Speed: 60 ft.
Space: 15 ft.; Reach 10 ft. (20 ft. with glaive)
Base Attack +24; Grapple +43
Attack: Melee: +2 wounding glaive +30/+25/+20/+15 and gore +28 or Melee 2 claws +33 and gore +28
Damage: +2 wounding glaive 3d8+28/19-20/x3, gore 2d8+5, claws 1d8+11
Special Attacks/Actions: bellow, breath weapon, powerful charge, summon tanar'ri
Attack Options: Awesome Blow, Cleave, Improved Bull Rush, Improved Sunder, Power Attack
Abilities: Str 33, Dex 16, Con 33, Int 18, Wis 26, Cha 20
Special Qualities: natural cunning, tanar'ri traits, wild empathy +31 (+27 magical beasts); Immune to electricity, maze, poison. Resist: acid 10, cold 10, fire 10; SR 31
Feats: Awesome Blow, Cleave, Dark Speech , Improved Bull Rush, Improved Critical (glaive), Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (glaive),
Skills: Climb +38, Diplomacy +7, Handle Animal +32, Hide +22, Intimidate +32, Jump +38, Knowledge (nature) +33, Knowledge (the planes) +31, Listen +35, Move Silently +30, Ride +5, Sense Motive +35, Spot +35, and Survival +35 (+37 in aboveground natural environments)
Climate/Terrain: The Abyss (The Endless Maze)
Treasure: +2 wounding glaive
Fiendish Codex I
Bellow (Su) Once every 1d4 rounds as a standard action, Baphomet can unleash a thunderous bellow. All creatures within 30 feet must succeed on a DC 27 Will save or become panicked for 2d6 rounds. This is a sonic, mind-affecting fear ability. The Save DC is Charisma-based.
Breath Weapon (Su): 30-ft. cone, once every 1d4 rounds, damage 12d6 negative energy, Reflex DC 33 half. Baphomet's breath weapon is a cone of unholy water infused with negative energy. Creatures with the good subtype or the aura of good class ability (such as good-aligned clerics or paladins) instead take 12d10 damage from this attack and take a -4 penalty on their saving throw.
Powerful Charge (Ex) Baphomet typically begins a battle by charging at an opponent, lowering his head to bring his mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows Baphomet to make a single gore attack with a +35 attack bonus that deals 4d8+16 points of damage.
Natural Cunning (Ex) Baphomet possesses an innate cunning and logical ability similar to that of a minotaur. He is immune to maze spells, never becomes lost, and can track enemies as if he had the Track feat. He is never caught flat-footed.
Summon Tanar'ri (Sp) Once per day, Baphomet can automatically summon 1d6 bulezaus or 1 goristro. This ability is equivalent to a 9th-level spell (CL 20th).
Wild Empathy (Ex) Baphomet can use wild empathy as a 24th-level druid.
Spell-Like Abilities (CL 20th): At will - astral projection, desecrate, detect good, detect law, dominate animal (DC 18), fly, greater dispel magic, greater teleport, passwall, telekinesis (DC 20), unhallow, unholy blight (DC 19) 3/day - maze, symbol of fear (DC 21) 1/day - awaken (DC 20)
Updated to Fiendish Codex I
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Most demons encountered outside of the Abyss are tanar'ri. The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. They are the unchallenged masters of the Abyss at this time. The first tanar'ri were forged from the souls of the first humanoids drawn to the Abyss. Most tanar'ri incorporate humanoid features into their forms as a result of their close ties to the mortal realm.
Traits: A tanar'ri possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to electricity and poison.
- Resistance to acid 10, cold 10, and fire 10.
- Summon (Sp): Tanar'ri share the ability to summon others of their kind (the success chance and kind of tanar'ri summoned are noted in each monster description). Between their arrogance and disdain for owing favors to one another, however, tanar'ri are often reluctant to use this power until they are in obvious peril.