![]() Here, Baphomet dwells in his palace, the Lyktion, and spend his time creating various new demonic breeds in his infamous Tower of Science (also known as the Horrid Spire). Asterion, Thief of the Maze, a massive minotaur whose shifting tattoo maps the Endless Maze around him.īaphomet's realm of the Endless Maze (in Gary Gygax's Gord novels, Baphomet's realm is called Shubgottia) is the 600th layer of the Abyss, supposedly infinite in size.Baphomet has approached Malcanthet, Queen of the Succubi, with offers of alliance, but their shared hatred of Yeenoghu and Graz'zt have not yet been enough to overcome their many other differences.īaphomet's relationship with Geryon, who also has minotaur worshippers, is unknown. Pale Night introduced him to the even more ancient demon known as Dwiergus, the Chrysalis Prince, who seems to have aided him in learning to create new demon breeds of his own. The two have never joined forces, but they may come to one another's aid if the layer is invaded. He hates the gods of nature who would rival his claim over beasts, as Obad-hai does.īaphomet has an unknown relationship with Pale Night, who shares his layer. Baphomet's other enemies include the Demon Queen of Harpies, Ardat, and Graz'zt and Orcus, who both imprisoned him for a time. The two have been warring against each other for as long as they themselves could remember, and both have forgotten the origin of their feud. He often wears an iron crown and wields the battleaxe Heartcleaver.īaphomet hates Yeenoghu, and the two are bitter enemies. Baphomet can spit out gouts of unholy water. His horns curve downward and outward, and are carved with blasphemous sigils. His body is covered with coarse black hair. During battle, an empyreal often stays aloft where it can blast its foes with spells while staying out of melee range.Baphomet has the appearance of a 12' tall humanoid with a bull's head, a bovine tail, and broad, stubby hands and feet. Against powerful foes, an empyreal uses its Necrotic Blast to catch as many foes as it can in the area of effect. Most often they serve as champions for their infernal liege, but they also serve as commanders of the legions of Hell.Įmpyreals that enter combat prefer to batter their opponents with a mixture of magic and direct physical attacks with their longswords. Fallen empyreals are usually found in the service to one of the many arch-devils that inhabit the Hells. They are fiery, quick-tempered, and cruel. Within the burning fires appears to be a winged humanoid-shaped creature dressed in jet black armor.įallen empyreals used to be knights and warriors in the service of good deities but have since been corrupted. This creature resembles a human-sized column of raging fire. All creatures in the area must make a DC 16 Dexterity saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much on a successful one. A fallen empyreal can unleash a blast of necrotic energy in a 30-foot radius centered on itself. Hit: 15 (2d8 + 6) slashing damage plus 18 (4d8) necrotic damage. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. The fallen empyreal makes three attacks with its flaming longsword The empyreal has advantage on saving throws against spells and other magical effects. 1/day each: circle of death, create undead. ![]() 3/day each: blade barrier, flame strike, scorching ray.5/day each: bestow curse, inflict wounds.At will: detect evil and good, darkness, dispel magic, fear, invisibility, plane shift.The empyreal can innately cast the following spells, requiring only verbal components: ![]() The empyreal’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). When the empyreal hits with any weapon, the weapon deals an extra 4d8 necrotic damage (included in the attack). The empyreal’s weapon attacks are magical. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The first time a creature enters or starts its turn in the area it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. While active, all creatures within 30 feet of it suffer 10 (3d6) necrotic damage at the beginning of each of the fallen empyreal’s turns. The fallen empyreal can activate or deactivate this feature as a bonus action. Senses darkvision 60 ft., blindsight 30 ft., passive Perception 18 Skills Insight +8, Intimidation +9, Perception +8ĭamage Resistances lightning, fire bludgeoning, piercing, slashing from nonmagical weapons.Ĭondition Immunities charmed, exhaustion, frightened, poisoned Saving Throws Dexterity +8, Constitution +9 ![]() 5e SRD > Creatures > Angel, Fallen Empyreal ![]()
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