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Baphomet, the Horned King

Lord Baphomet (a.k.a. The Horned King, the Prince of Beasts)

Divine Domains

Nature and War

Divine Symbols & Sigils

A complex labyrinth symbol

Tenets of Faith

Suffer not the civilized among you- cast out order and destroy it. Let chaos reign within and without.

Divine Goals & Aspirations

To turn the world to chaos and savage brutality.

Physical Description

Body Features

Baphomet has pitch black fur and massive curling horns.

Facial Features

Baphomet has what could be considered a permanent snarl.

Special abilities

Extreme strength and endurance

Apparel & Accessories

An iron crown with the spiked heads of Baphomet's enemies

Specialized Equipment

Heartcleaver, a huge glaive, and black armor covered with spikes and skull-like serrations

Mental characteristics

Personal history

Baphomet was once the primary deity of the minotaurs, until Erathis challenged him to a battle of wits for the soul of their race. After a mighty debate that lasted for years, Erathis won, and banished Baphomet into the Endless Maze, where he remains trapped to this day.

Gender Identity

Male- he/him/his

Accomplishments & Achievements

Baphomet had a great influence in the creation of the minotaur race.

Failures & Embarrassments

His defeat by Erathis remains the most humiliating thing Baphomet has experienced.

Morality & Philosophy

Baphomet believes that only the strong must be allowed to survive, and that the weak should be allowed to perish.

Personality Characteristics

Motivation

To turn civilization over to savagery.

Likes & Dislikes

Baphomet likes anything that causes civilization to go amok, and tilt the balance towards savagery and chaos.

Personality Quirks

Baphomet tends to throw Heartcleaver ahead of him into battle instead of using it himself, proceeding to pummel his enemies with his horns and hooves instead.

Hygiene

Baphomet runs on the sweaty send of the spectrum, and therefore doesn't smell too great.

Social

Religious Views

Baphomet doesn't believe in organized religion, but he is not above the creation of cults devoted to himself.

Mannerisms

Baphomet tends towards brutally direct speech.

Relationships

Baphomet, the Horned King

Nemesis (Vital)

Towards Erathis, Goddess of Civilization and Invention

-5
-5

Subversive


Erathis, Goddess of Civilization and Invention

Nemesis (Important)

Towards Baphomet, the Horned King

-5
-5

Honest


History

Baphomet was imprisoned by Erathis in the Endless Maze.

Baphomet, the Horned King

Nemesis (Vital)

Towards Krosos, Hero of Minos

-5
-5

Honest


Krosos, Hero of Minos

Nemesis (Vital)

Towards Baphomet, the Horned King

-4
-5

Subversive


Divine Classification
God, Demon Lord
Alignment
Chaotic Evil
Current Location
Species
Honorary & Occupational Titles
The Horned King, Lord of the Endless Maze, the Prince of Beasts
Spouses
Siblings
Children
Current Residence
The Endless Maze
Gender
Male
Eyes
Red
Skin Tone/Pigmentation
Black
Height
13"
Known Languages
Abyssal, Common, Infernal, and Minotaur
Ruled Locations

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Baphomet

Huge fiend (demon), chaotic evil
Armor Class 22
Hit Points 275 (19d12+152)
Speed 37ft

STR
30 +10
DEX
14 +2
CON
26 +8
INT
18 +4
WIS
24 +7
CHA
14 +2

Saving Throws Dex +9, Con +15, Wis +14
Skills Intimidation +17, Perception +14
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP)

Baphomet's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:

At will: detect magic

1/day: teleport

3/day: dispel magic, dominate beast, hunter's mark, maze, wall of stone


Charge. If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone. Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and is immune to the maze spell. Legendary Resistance (3/day). If Baphomet fails a saving throw, he can choose to succeed instead. Magic Resistance. Baphomet has advantage on saving throws against spells and other magical effects. Magic Weapons. Baphomet's weapon attacks are magical. Reckless. At he start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.


Actions

Multiattack. Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack. Heartcleaver. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 [roll: 2d10+10) slashing damage. Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 2d8+10 piercing damage. Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 1d6+10 piercing damage. Frightful Presence. Each creature of Baphomet's choice within 120 feet of him and aware of him must suceed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature. If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Bahpomet's Frightful Presence for the next 24 hours.


 

Legendary Actions

Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Baphomet regains spent legendary actions at the start of his turn. Heartcleaver Attack. Baphomet makes a melee attack with Heartcleaver. Charge (Costs 2 Actions). Baphomet moves up to his speed, then makes a gore attack.

Lair Actions

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 entryway 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. 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 gravity, 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 initiative count 20.

Baphomet's lair is his palace, the Lyktion, which is on the layer of the Abyss called the Endless Maze. Nestled 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 interior is as labyrinthine as the plane on which it resides, populated by minotaurs, goristros, and quasits.

Regional Effects

The region containing Baphomet's lair is warped by his magic, creating one or more of the following effects: Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes. Beasts within 1 mile of the lair become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Baphomet table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Baphomet dies, these effects fade over the course of ldlO days.


Baphomet appears as a great, black-furred minotaur, 20 feet tall with six iron horns. An infernal light burns in his red eyes.


d100 1d100 Flaw (lasts until cured)
01-20"My anger consumes me. I can't be reasoned with when my rage has been stoked."
21-40"I degenerate into beastly behavior, seeming more like a wild animal than a thinking being."
41-60"The world is my hunting ground. Others are my prey."
61-80"Hate comes easily to me and explodes into rage."
81-00"I see those who oppose me not as people, but as beasts meant to be preyed upon."

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