Aspect of Baphomet (CR 7)
Large Outsider (Chaotic, Evil, Extraplanar, and Tanar'ri)
Alignment: Chaotic evil
Initiative: +2(Dex); Senses: darkvision 60 ft., Listen +15, and Spot +15
Languages: Abyssal, Common, Giant; telepathy 100 ft.
AC: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Hit Dice: 8d8+48 (84 hp); DR: 10/cold iron and good
Fort +12, Ref +8, Will +10
Speed: 40 ft.
Space: 10 ft.; Reach 10 ft. (15 ft. with glaive)
Base Attack +8; Grapple +18
Attack: +2 glaive +15/+10 and gore +9 (2d6+3) or Melee: +2 glaive +15/+10 (2d8+11) and gore +9 (2d6+3) or Melee: 2 claws +13 and gore +8
Damage: Glaive 2d8+11 , claws 1d6+6, gore 2d6+3
Special Attacks/Actions:
Attack Options: Awesome Blow, Improved Bull Rush, Power Attack, Powerful Charge
Abilities: Str 23, Dex 14, Con 22, Int 16, Wis 18, Cha 15
Special Qualities: Immune: electricity, maze, poison; Resist: acid 10, cold 10, fire 10; natural cunning, tanarri traits
Feats: Awesome Blow, Improved Bull Rush, Power Attack, Powerful Charge
Skills: +17 on other planes), Climb +17, Diplomacy +4, Handle Animal +13, Hide +4, Intimidate +13, Jump +17, Knowledge (nature) +14, Knowledge (the planes) +14, Listen +15, Move Silently +7, Ride +4, Sense Motive +15, Spot +15, and Survival +15 (+17 in aboveground natural environments
Advancement:
Climate/Terrain: The Abyss (The Endless Maze)
Organization:
Treasure/Possessions: +2 Large glaive
Source:
Web enhancement
Bellow (Su): Once every 1d4 rounds as a standard action, an aspect of Baphomet may unleash a thunderous bellow. All creatures within 30 feet must make a DC 17 Will save or become panicked for 1d6 rounds. This is a sonic, mind-affecting, fear effect. The save DC is Charisma-based.
Powerful Charge (Ex): An aspect of Baphomet typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the aspect to make a single gore attack with a +16 attack bonus that deals 2d6+7 points of damage.
Natural Cunning (Ex): An aspect of Baphomet possesses an innate cunning and logical ability similar to that of a minotaur. It is immune to maze spells, never becomes lost, and can track enemies as if it had the Track feat. It is never caught flat-footed.
Chaotic Subtype
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).
Evil Subtype
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).
Extraplanar Subtype
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.
Tanarri Subtype
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.
- Telepathy.