Fire burns on the central horn and in the rheumy eyes of this bestial winged demon, who stands more than twice a human’s height.
Baphomet CR 27
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +23; Senses darkvision 60 ft., detect good, detect law, see in darkness, true seeing; Perception +53
Aura frightful presence (180 ft., DC 38), unholy aura (DC 30)
AC 45, touch 34, flat-footed 45 (+4 deflection, +11 Dex, +11 natural, +10 profane, –1 size)
hp 643 (33d10+462)
Fort +36, Ref +26, Will +31
Defensive Abilities Abyssal resurrection, freedom of movement, supernatural cunning; DR 20/cold iron, epic, and good; Immune ability damage, ability drain, charm and compulsion effects, death effects, electricity, energy drain, fire, maze, petrification, poison; Resist acid 30, cold 30; SR 38
Speed 50 ft., fly 50 ft. (good)
Melee Labyrinth’s Final Edge (glaive) +52/+47/+42/+37 (2d8+28/19–20/×3), gore +40 (2d8+6 plus 2d6 fire plus burn), bite +40 (1d8+6)
Space 10 ft.; Reach 10 ft. (20 ft. with glaive)
Special Attacks burn (4d6 fire, DC 40), glaive mastery, powerful charge (gore, 4d8+19 plus 2d6 fire and burn), scroll use
Spell-Like Abilities (CL 27th)
At will— astral projection, baleful polymorph (DC 27), blasphemy (DC 29), desecrate, dominate person (DC 27), greater dispel magic, greater teleport, telekinesis (DC 27), shapechange, unhallow, unholy blight (DC 26)
3/day— quickened greater dispel magic, maze, summon demons, summon minotaurs, symbol of persuasion (DC 28)
1/day— imprisonment (DC 31), mass charm monster (DC 30), time stop
Str 36, Dex 32, Con 38, Int 37, Wis 29, Cha 35
Base Atk +33; CMB +47 (+51 bull rush); CMD 82 (84 vs. bull rush)
Feats Combat Reflexes, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Greater Bull Rush, Greater Weapon Focus (glaive), Greater Weapon Specialization (glaive), Improved Bull Rush, Improved Critical (glaive), Improved Initiative, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Scribe Scroll, Staggering Critical, Weapon Focus (glaive), Weapon Specialization (glaive)
Skills Acrobatics +44, Bluff +48, Diplomacy +48, Fly +49, Handle Animal +45, Intimidate +45, Knowledge (arcana) +49, Knowledge (dungeoneering) +46, Knowledge (geography) +46, Knowledge (history) +46, Knowledge (nobility) +46, Knowledge (planes) +49, Knowledge (religion) +49, Linguistics +46, Perception +53, Sense Motive +45, Spellcraft +49, Stealth +43, Use Magic Device +45; Racial Modifiers +8 Perception
Languages all languages; speak with animals; telepathy 300 ft.
SQ change shape (any animal, magical beast, or minotaur; greater polymorph), infernal brand, language mastery
Labyrinth’s Final Edge is a uniquely shaped glaive, the head of which consists of a double blade akin to a crescent moon. This blade is made of ivory, but is razor sharp and as hard as adamantine (and possesses all the qualities of that material). It is a +5 lawful–outsider–bane unholy wounding glaive capable of inflicting particularly horrible and painful wounds on good-aligned targets and devils alike. Such a creature must succeed at a DC 38 Fortitude save each time it’s wounded by the glaive or be sickened with pain for as long as the damage caused by the wound persists. Whether the save succeeds or fails, these wounds don’t heal naturally and resist magical healing. A character attempting to heal these wounds must succeed at a DC 32 caster level check or the healing has no effect on the injured creature.
The mark of Asmodeus is branded on Baphomet’s brow, yet this is no mark of fealty or servitude.
Rather, Baphomet has claimed the pentagram—a remnant of the time he spend as the archdevil’s prisoner—and now draws power from it. The brand grants him his devil-like abilities of fire immunity and see in darkness. In addition, all devils and worshipers of devils take a –2 penalty on saving throws against Baphomet’s special attacks and spell-like abilities.
Baphomet can speak, read, and understand all languages.
Baphomet can summon half-fiend minotaurs, labyrinth minotaurs, and Mythic minotaurs as if casting a summon monster spell. He can summon eight half-fiend minotaurs three times per day, and four Mythic minotaurs or one labyrinth minotaur once per day. This ability functions as a swift action, but otherwise works like the summon universal monster rule with 100% chance of success and counts as a 9th-level spell effect.
Baphomet is never caught flatfooted and gains a +8 bonus on initiative checks. In addition, he’s immune to maze spells and can never become lost. He always knows the shortest, most direct route through any maze. After spending 1 minute in any maze, he understands its entire layout implicitly and can teleport to any location using his greater teleport spell-like ability.
Environment any (Abyss)
Organization solitary (unique)
Treasure triple (Labyrinth’s Final Edge, 2d6 scrolls, other treasure)
Baphomet—Lord of the Minotaurs—was created from the soul of the first minotaur. In those days, he was a powerfully muscled specimen, and was kept as a consort until the day he stole away, seeking to gain even greater favor by claiming a legendary trophy. Baphomet’s ambition was as great as his folly, and he invaded the deepest layer of Hell, intent on stealing Asmodeus’s ruby rod for his mistress. Needless to say, he was swiftly caught. Asmodeus imprisoned Baphomet in a devious maze the archdevil proclaimed to be unsolvable, even by the first minotaur.
But in this attempt, it was Asmodeus who overstepped his bounds. Not only did Baphomet solve the seemingly unsolvable maze after a mere decade, but as he escaped, he also took the world-sized labyrinth with him. Baphomet had changed over that time, becoming almost emaciated in his build, yet growing much wiser. He did not return to his mistress’s side, but instead took the archdevil’s infernal maze and made it his own as he claimed a portion of the Abyss as his realm.
This was eons ago, and now Baphomet is a powerful demon lord in his own right. He works to increase the influence of his cult on countless worlds, building his forces so that one day he might again invade Hell. But this time, Baphomet plans on taking much more than Asmodeus’s weapon—he intends to take Asmodeus’s life!
Baphomet is worshiped by conspirators, secret societies, corrupted crusaders, and above all else, minotaurs. His minotaur worshipers venerate him openly; in their art, Baphomet is typically depicted as a more classical bullheaded, minotaur-like creature, and when he deigns to appear before these worshipers he often assumes this form. His humanoid worshipers venerate him in secret, offering prayers and sacrifices in hidden shrines and dark temples beyond the sight of society and communicating in a complex series of hand gestures when in mixed company.
Baphomet has two symbols. To most, including his minotaurs, his symbol is a brass minotaur’s head with ruby eyes. His secret societies use this symbol as well, but also mark his works with the inverted pentagram, sometimes decorating the star shape with an image of his face. Baphomet’s favored weapon is the glaive, although he does not abide any of his followers wielding a weapon that looks like his. He grants access to the domains of Animal, Chaos, Evil, and Strength, and to the subdomains of Demon, Ferocity, Fur, and Resolve.
Pathfinder Adventure Path #77: Herald of the Ivory Labyrinth © 2013, Paizo Publishing, LLC; Author: Wolfgang Baur.