Baphomet, like Yeenoghu, is a tanar’ri power who has gained enough power to become a full-fledged deity, adopting minotaurs as his followers. As he believes he is the master of all beasts, he spends a great deal of time creating and modifying new monsters; similarly, many wizards with a desire to do the same are drawn to his service. Enjoy!
Baphomet (PDF Version)
(Demon Lord of Minotaurs, the Trampler, Prince of Beasts)
Lesser Power of the Abyss, CE
Portfolio:Â Minotaurs, battle, vengeance, beasts, mazes, magic and magical experimentation
Domain Name:Â 600th Layer/the Endless Maze
Allies:Â Iggwilv, Pale Night
Foes:Â Grazâ€™zt, Karontor, Lolth, Malar, Obad-hai, Orcus, Rillifane Rallathil, Ubtao, Yeenoghu
Symbol:Â Stylized Maze
Wor. Align.:Â LE, NE, CE
The Demon Lord of the Endless Maze, Baphomet (BAFF-oh-met or BAFF-uh-met) has adopted the minotaurs as his chosen followers much as Yeenoghu has adopted the gnolls. The Trampler embodies the brutal savagery of bestial life, carefully directed by a keen intellect that is a master of magical experimentation. The creation of new forms of monstrous beasts and tanarâ€™ri are passions of the Prince of Beasts, rivaled only by his love of vicious combat. His vengeance is legendary, for he has a long memory and never forgets betrayals or slights by others; because of this reputation, he is often looked to by the desperate as a path to mete out their own vengeance on those who have wronged them, and the Trampler has no qualms about promising such in order to gain the assistance of mortals in his goals.
Like most tanarâ€™ri lords who have achieved the ranks true divinity, Baphomet cares little for the Blood War, focusing more on his magical experiments and expanding his influence on the Prime Material Plane. While some legends cite the Trampler as the creator of the minotaurs in an early experiment, the multitude of legends surrounding their origin, most of which do not feature the tanarâ€™ri lord, indicate that he had nothing to do with it. Still, that race has found a kindred spirit in their new lord, granting them powers more suited to their temperament than most of their previous patrons. As with many of the powerful tanarâ€™ri lords, the Prince of Beasts has few true allies; amongst those whom he can call allies for the moment are the ancient demoness Pale Night and the powerful Oerthian wizardess Iggwilv. The nature of the alliance between Pale Night and the Trampler is unknown, but it must be strong indeed, for the demoness resides on the same layer as Baphomet, inhabiting a great bone castle on a plateau within the Endless Maze itself. His other known ally is the wizardess Iggwilv, mother of the demigod Iuz of Oerth; while neither goes to the otherâ€™s aid, each has been trading in magical research and information for years.
As is the case with most powerful tanarâ€™ri, Baphomet has a lengthy list of foes, many of whom are fellow powers of the Abyss. His most hated rival is the Demon Prince of Gnolls, Yeenoghu. Neither recalls the nature of their animosity it was so long ago, nor does either have the power to destroy the other. This animosity spills over into their followers as well, causing gnolls and minotaurs who follow the two Abyssal Lords to attack each other on sight. The Prince of Beasts also opposes many other Abyssal Lords although more as rivals to power than due to any overriding hatred. He rarely takes direct action against them unless he feels his influence on events can be hidden. However, due to direct confrontations in the past, Baphomet is much more likely to engage Lolth, Grazâ€™zt, or Orcus directly if he sees an opportunity to thwart their schemes. The Trampler views all other deities who claim purview over beasts and animals as infringing on his rightful domain. The magical experimentation he and his followers perform on animals has earned them the ire and revulsion of deities who place high value on keeping nature unspoiled, such as Rillifane Rallathil and Obad-hai. While appreciating the savagery of Baphomet, Malar the Beastlord has sworn to destroy the tanarâ€™ri lord for claiming such a similar dominion as his own; similarly, Karontor hates the Prince of Beasts for subverting the worship of some evil giants. The jungle god Ubtaoâ€™s philosophy that each mortalâ€™s life is a unique labyrinth that must be navigated has caused Baphomet to swear destruction on him, claiming that all mazes and labyrinths, be they physical or philosophical, are his rightful domain.
Despite achieving the rank of a true divinity, Baphometâ€™s status as a tanarâ€™ri lord prevents him from sending avatars to the Prime Material Plane of his own will. As such, he requires the aid of high level wizards and priests, he has steadily worked to grant more powers to those willing to serve him, and continues to look for methods to overcome this limitation. On those rare occasions where his avatar is summoned to the Prime Material, he immediately sets about creating a power base and subverting followers to his worship. If he were to ever achieve the power to send avatars on his own, it is likely that he would frequently send them against Yeenoghuâ€™s power bases, and unleash large numbers of corrupted beasts into natural areas.
Baphometâ€™s Avatar (Fighter 26, Mage 16, Cleric 13)
Baphomet appears as a large, ogre-like humanoid covered in coarse black hair, with broad, human-like feet and a bovine tail. His head is that of a bull, with downturned horns and teeth suited for devouring flesh. He typically wears little beyond a bronze-fringed leather kilt and bronze bracers. He favors wizard spells from the school of alteration, although he can cast spells from any school. He can draw his priest spells from the spheres of all, animal, chaos, combat, divination, elemental earth, guardian, healing (reversed), necromantic (reversed), protection, summoning, sun (reversed), and war.
AC 0; MV 18; HP 186; THAC0 âˆ’5; #AT 5/2 (7/2)
Dmg 4d4+14 (bardiche +3, +9 Str, +2 spec. bonus in bardiche), 3d6 (headbutt), 2d4+4 (bite)
MR 20%; SZ L (12 feet tall)
Str 21, Dex 16, Con 20, Int 17, Wis 17, Cha 19
Spells P: 9/9/8/6/4/3/1, W: 5/5/5/4/4/2
Saves PPDM 3; RSW 5; PP 4; BW 4; Sp 6
Special Att/Def: Baphomet wields the Labrys of Lament, a great bardiche +3 that forces any weapon, shield, or armor struck to make a save vs. crushing blow or be destroyed. In addition to attacking with his weapon, he can bite viciously for 2d4+4 points of damage, and can headbutt foes in front of him for 3d6 points of damage. Once per day, he can unleash a horrible bellow, forcing all those who hear it within 300 feet to make a save vs. spell or flee in panic for six rounds.
Baphomet can cast detect good, detect invisibility, and detect magic at will, and can cast darkness, 15â€² radius, dispel magic (at 16th level of ability), maze, passwall, phantasmal force, and wall of stone three times per day each. Creatures affected by his maze spells have a 2% chance to be transported to the Endless Maze in the Abyss. He can also issue a command to any non-humanoid creature of animal or semi-intelligence once per turn. Twice per day he can summon 1d4+2 minotaurs of maximum hit points, and once per day he can attempt to gate in 1d4 bulezau (80%), 1 goristro (15%), or 1 glabrezu (5%) with an 85% chance of success.
Like all tanar’ri, Baphomet is immune to poison, non-magical fire, and electrical attacks, and suffers half damage from cold, magical fire, and gases. He can be struck only by weapons of +2 enchantment or better.
Baphometâ€™s most common manifestation is also one of his most insidious. He can speak through the open mouth of most any severed or otherwise bodiless head, be it statuary, a skull, or a mounted piece of taxidermy, although only rarely does he use a head other than that of a bull. In this way he commands his followers and makes his pacts with wizards, but even those who do not seek him out can be the targets; his speech is always in the predominant language of the listeners and perfectly eloquent, and can affect listeners with an Intelligence of 12 or less as a suggestion. In areas where this has been known to happen, it often becomes customary to sew the lips of corpses closed or remove the jaws from skulls in order to prevent him from exercising his will. Less commonly, he may affect an individual who invokes his name with a find the path spell or the reverse lose the path depending on whether they are asking for help or cursing him. Finally, he may grant a non-priestly minotaur a single casting of the spells maze, wall of stone, or lose the path. Those affected by the maze spell have a 1% chance of being plane shifted to the Endless Maze itself.
Baphomet is served primarily by bulezau and goristroi tanar’ri, as well as armanite tanarâ€™ri, bargdas, bar-lgura tanarâ€™ri, chimerae, cockatrices, darkenbeasts, death dogs, deepspawn, dracimerae, gorgimerae, incarnates of anger, manotaurs, quasits, and shadow hounds. The Trampler shows his favor through the discovery of bull-headed objects and sculptures, intact bull skulls, the corpses of gnolls, and natural labyrinthine caverns. He expresses his disapproval through the discovery of hyena-headed idols and crushed or shattered bull skulls.
Clergy:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Clerics, specialty priests, shamans, witch doctors, fighters, wizards
Clergyâ€™s Align.:Â Â Â Â Â LE, NE, CE
Turn Undead:Â Â Â Â Â Â Â Â Â Â C: No, SP: No, Sha: No, WD: No, F: No, W: No
Cmnd. Undead:Â Â Â Â Â Â Â Â C: Yes, SP: No, Sha: Yes, WD: No, F: No, W: No
All clerics, specialty priests, shamans, and witch doctors of Baphomet receive religion (minotaur) as a bonus nonweapon proficiency. All priests are allowed to take proficiency in bardiches and axes of all sorts.
As an Abyssal Prince, Baphomet is reviled throughout most societies, save those of evil minotaurs. While his cult can be openly found in isolated groups of evil giants, humanoids, or humans, in most of those societies worship of the Demon Lord of Minotaurs is kept a close secret by cultists. Few societies tolerate the presence of the Tramplerâ€™s cult, quickly hunting them down out of fear of the evil and corruption they can bring. Baphomet attracts followers by promising quick avenues to physical and magical might that they may use to destroy or rule. Those wishing such power invariably care little for creatures that get in their way, and more often than not take perverse pleasure in their fall.
The Prince of Beastsâ€™ few temples are invariably located underground, at the center of mazes or labyrinths. Those built by minotaurs are invariably complex and designed to foil intruders, while some of those built by other races are highly stylized and feature but one long and looping path to the center. The temple proper is a large round or square room, with an idol in the form of an open-mouthed bull head at the opposite end of the entrance. While the head is often made of stone or bronze, the preserved, severed head of an actual bull is not uncommon either. It is through this idol that Baphomet issues his commands to his clergy. Large bronze braziers flank the idol, and a low altar is place before it, to which sacrifices are tied to before being beheaded as an offering to the Trampler.
Novices in the cult of Baphomet are called the Lost, while full priests are called Beasts of the Maze. The leader of each cult cell is called the Grand Master of Beasts, and is named specifically by the Demon Lord of Minotaurs, based on past successes in his service. The Grand Master of Beasts is given free rein to organize the local cellâ€™s hierarchy as they choose. Specialty priests are known as tramplers. The priesthood of the Prince of Beasts is dominated by specialty priests (42%), with clerics (20%), witch doctors (16%), shamans (10%), fighters (8%), and wizards (4%) making up the rest of the clergy. Typically, however, individual cults are rarely composed of more than three classes, which vary by the predominant race. Baphometâ€™s clergy is very chauvinistic, and allows few females to enter the service; however, females make up a somewhat larger proportion of the minotaur priesthood (18%) than amongst all other races (7%). Minotaurs make up a clear majority of Baphometâ€™s clergy (70%), but there also smaller cults of other worships, including humans (12%), ogres (9%), and other evil giants and humanoids (4%).
Dogma: Savagery is a part of life, and a part of all things. Do not fear it; revel in it and use it to your advantage. Never forget a slight or a betrayal, and mete out your revenge at such a time as it would be most painful to the perpetrators. Power comes to those willing to do what is necessary to grasp it. The soul is but a lie by the other gods, used to deceive and control. Reject the lies and see the truth by embracing the savage beast within. These same deceitful gods have bound up the true nature of most creatures; work to bring it out of the simple animals who cannot free themselves.
Day-to-Day Activities: Baphometâ€™s clergy are required to sacrifice a bull or an intelligent creature once per month, via decapitation. Cultists tie the victim to the low altar, leaving their head hanging over the edge and facing the templeâ€™s idol. Use of a bardiche is preferred, but any axe will do. The sacrifice of a gnoll or flind is considered especially sacred. They must also plot the destruction of any nearby tribes of gnolls and flinds that they are aware of. They also typically cause havoc and corruption in the area, either openly or in secret, in furtherance of plans and goals of the Prince of Beasts.
Important Ceremonies/Holy Days: There are no formal holy days or ceremonies observed by every cult cell. Generally, events of import to the local cult will be celebrated, such as the victory over a tribe of Yeenoghu-worshipping gnolls. The specific details also vary, but they more often than not involve the sacrifice of multiple creatures. The anniversary of the appearance or summoning of an avatar of Baphomet is also venerated, often with a re-enactment of the actions of the avatar. Non-minotaurs sometimes commemorate the cultâ€™s founding, particularly if the cult was founded from a direct communication from the tanarâ€™ri lord himself.
Major Centers of Worship: In the Underdark beneath the cities of Triboar, Yartar, and Westbridge on Toril is a natural cavern complex called the Labyrinth. This area is ruled over by creatures called baphotaurs, who are a type of minotaur-tiefling of mixed human, minotaur, and bulezau tanarâ€™ri descent. Their ancestors, castoffs of Netherese mages, have wholly embraced the Demon Lord of Minotaurs and the cult has persisted in the area since then. Deep in the tunnel complex is a secret temple with an unknown artifact of power that has a connection to their master.
While no temple is known, Baphomet has converted tribes of ogres in the Hartsvale region of Toril, and appears to be using them to seek another object of power, although once again, the details of it are unknown. Sages in sigil suspect that it may be a remnant of the mountain goddess Othea, which will fully grant Baphomet the power to send his avatars where ever he wishes.
The sphere known as Greatspace, despite the strong cultures of goodness, are also known to contain multiple cults of Baphomet. In the Underdarks of Thesalys and Lagorâ€™s World both human and minotaur cults are found, nestled in labyrinths of great complexity. The strong goodness of the populations of both worlds have kept them from making further inroads into the populations and kept the amount of damage and corruption to a minimum.
Kule, in Greyspace, is home to a much-reduced population of minotaurs who worship Baphomet. These minotaurs once lived in the area now known as the Labyrinth of Arachne, but an army of drow and spiders pushed them out. They built a new home far from the warring factions of drow and illithds, called the Dark Labyrinth, making it even more confusing and defensible than their previous home. One reason their new home is nearly impregnable is due to the assistance of the wizardess Iggwilv, who enchanted much of the structure with traps and protections in return for the minotaurs guarding a number of gates and artifacts for her; theyâ€™ve kept to their agreement on the direct order of Baphomet himself. Details of only a few of these gates and artifacts are known, however.
Affiliated Orders: The only group associated with the Cult of Baphomet is a secretive cabal of wizards known as the Theriomorphia. They have fully embraced the Prince of Beastsâ€™ dogma, and work to â€œrestoreâ€ the savagery of animals that other gods have bound away, through magical alteration and breeding with the tanarâ€™ri, who they believe are sentients whoâ€™ve already had their savage side unbound. These wizards have managed to dual specialize in alteration and summoning. While they live individually rather than in enclaves, they maintain close ties for communicating their successes and failures. The results of their experimentation that do not meet their expectations are generally discarded to wilderness areas, with little care to the harm they can cause.
Priestly Vestments: Baphometâ€™s minotaur clergy keep their chests bare when performing services, wearing knee-length leather kilts, and have a great deal of bronze and gold jewelry, particularly bracers, bracelets, and horn caps. All priests wear a knee-length cloak of black cloth; the exception is the Grand Master of Beasts, who wears a blood-red cloak with the labyrinth symbol of the Baphomet on the back. Cults comprised of non-minotaur races wear a headdress or helmet in the shape of a bullâ€™s head that completely covers the head; using a skull as the base is favored, although bronze or wood are also used by wealthier or poorer priesthoods. In addition, they wear full black robes fringed with red, while the Grand Master of Beasts wears a red robe fringed with black. The holy symbol of the clergy is a square metal or stone medallion in the form of a stylized, single-path labyrinth.
Adventuring Garb: Followers of the Demon Lord of Minotaurs prefer using the best armor they can acquire when entering battle, although bronze plate is especially favored. They generally wield bardiches and axes, with swords being a distant second preference, and rarely use shields. When battle is not imminent and they are not performing ceremonies, Baphometâ€™s minotaur clergy dress much as they do for formal occasions, albeit with less of their holy accoutrements. Other races must often hide their affiliation, so they dress in a manner to prevent them from standing out.
Specialty Priests (Tramplers)
Requirements:Â Â Â Â Â Â Â Â Â Strength 17, Wisdom 9
Prime Req.:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Strength, Wisdom
Alignment:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â CE
Weapons:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Any
Armor:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Any
Major Spheres:Â Â Â Â Â Â Â Â All, animal, chaos, combat, elemental earth, healing (reversed), summoning, sun (reversed), war
Minor Spheres:Â Â Â Â Â Â Â Â Divination, guardian, necromantic (reversed), protection
Magical Items:Â Â Â Â Â Â Â Â Same as fighters and clerics
Req. Profs:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Bardiche, wild fighting
Bonus Profs:Â Â Â Â Â Â Â Â Â Â Â Â Stonemasonry
- Tramplers can be of almost any race, but most are minotaurs, humans, ogres, or baphotaurs.
- Tramplers gain a +1 bonus to their attack rolls vs. gnolls and flinds.
- Tramplers deal an extra 2 points of damage with natural attacks, or attacks with unworked weapons, such as natural clubs.
- Tramplers can cast spells from wizard scrolls with a 5% chance of success per priest level, minus 3% per level of the spell.
- Starting at second level, a trampler may learn to cast one wizard spell at every even level. They memorize this spell like a wizard, but it takes up a spell slot of the equivalent priest level. Therefore, they can only learn wizard spells of levels 1â€“7, and only when they can actually cast such a spell (so a 2nd level trampler cannot learn a 2nd-level wizard spell). They must roll a Chance to Learn Spell like a wizard, and if they fail to learn the spell, they can try again when they gain a new level.
- At 2nd level, tramplers can cast animal animosity (as the 1st-level priest spell) once per day.
- At 4th level, tramplers can cast breath of the beast (as the 3rd-level priest spell) once per day.
- At 6th level, tramplers can cast trampling charge (as the 4th-level priest spell) once per day.
- At 8th level, tramplers can cast rage (as the 5th-level priest spell) or wall of stone (as the 5th-level wizard spell) once per day.
- At 10th level, tramplers can cast find the path or lose the path (as the 6th-level priest spell and its reverse) once per day.
- At 12th level, tramplers can cast maze (as the 8th-level wizard spell) once per day. There is a 1% chance that any victims of this spell are transported to the Endless Maze in the Abyss.
In addition to the spell listed below, priests of the Trampler can cast the 1st-level priest spell animal animosity, detailed in the Priestâ€™s Spell Compendium Volume I, and the 5th-level priest spell rage, detailed in Faiths and Avatars in the entry for Malar.
Unleash the Beast Within (Pr 1; Alteration, Conjuration/Summoning)
Sphere:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Animal, Chaos
Range:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Touch
Components:Â Â Â Â Â Â Â Â Â Â V, S, M
Duration:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Permanent
Casting Time:Â Â Â Â Â Â Â Â Â 1 turn
Area of Effect:Â Â Â Â Â Â Â Â 1 creature
Saving Throw:Â Â Â Â Â Â Â None
This spell instills a spark of corruption from the Abyss in a normal animal (including giant and minimal varieties) of no greater than semi-intelligence, as well as creatures previously affected by this spell, transforming them into ferocious beasts. This spell, developed and granted by the tanarâ€™ri lord Baphomet, is believed to unleash the true form and spirit of animals that were bound up by the gods of nature. Failures of this spell to provide satisfactory results are attributed to the interference of those gods; such rejects are often turned loose in wild. When casting this spell, the priest chants a request to Baphomet, asking him to unleash the perfect form of the beast he is touching. Upon completing the chant, the touched creature must make a System Shock check at 50% (+1% per Hit Die of the target and +1% per caster level, to 99%) or be wracked with incredible pain and die horribly within 5d4 rounds. For every casting of this spell a creature survives, its base System Shock score is increased by 5%. If successful, the creature becomes carnivorous, and gains new abilities or features based on a roll on the following table:
Â Â d%Â Â Â Â Transformation Effect
01â€“08Â Â Â Creature grows a pair of wings, gaining a flying movement rate of 9 and an MC of E. The wings are either bat-like (75%) or feathered (25%); if the creature already has wings, they become larger and more powerful, gaining 3 movement and one MC class (to a maximum of Fl 24, MC A).
09â€“20Â Â Creature grows a pair of sharp horns. They may be back-swept (20%), forward pointing (60%), or spiral (20%). They may ram or gore, depending on the horns, for 2d3 points of damage. If they already have horns, they become larger and sharper, gaining a larger die or a +2 to damage, as determined by the DM (to a maximum of 1d10+4 damage per horn).
21â€“31Â Â Creatureâ€™s claws become larger and sharper, dealing 1d3 damage per claw if it has no claw attacks. If it already has a claw attack, the die used increases (30%) or they gain a +2 to damage (70%).
32â€“40Â Â Creatureâ€™s teeth become sharper, gaining a bite attack for 1d3 damage. If it already has a bite attack, the die size is increased or it gains +2 to damage.
Â Â Â 41Â Â Â Â Â Creatureâ€™s jaws become larger and wider; it can now swallow creatures two sizes smaller than itself on a natural roll of 20. If it already has this ability, it can do so more often, to a natural attack of 18.
42â€“49Â Â Creature gains one point of intelligence, to a maximum of 5. In addition, its alignment shifts one place towards chaotic; if it is already chaotic, it shifts one place towards evil.
Â Â Â 50Â Â Â Â Â Creature gains an ability similar to a breath weapon, usable once per day. This ability is a spray of caustic stomach acid (1d6 damage, 10 feet long by 1 foot wide; 20%), a gout of flaming blood (1d6 damage, 10 feet long by 1 foot wide, plus any successful melee strike by a blade deals 1d6 damage to the attacker; 20%), a cloud of noxious intestinal gases (5 foot radius, affects as a stinking cloud; 20%), a painfully loud screech or roar (10 foot long cone, five feet wide at the base, dealing 1d6 damage and stunning for 1d3 rounds; 20%), or a mass of gastroliths or solidified food matter (dealing 1d6 points of damage against a single target to a range of 20 feet; 20%). All effects can be avoided with a successful saving through vs. breath weapons. If a creature already has a breath weapon, they gain an extra use per day, to a maximum of three uses.
51â€“56Â Â Creature gains a resistance to cold damage (25%), fire damage (25%), gases (25%), or poisons (25%). This resistance equates to a +2 bonus to saving throws versus that attack type; or a +4 if they already have a saving throw bonus. Creatures can have multiple resistances to different types of attack forms.
57â€“62Â Â Creatureâ€™s skin becomes thick and scaly; while this may reduce hair or feather covering, it does not eliminate it. They gain a +1 bonus to their armor class, to a maximum of +4.
Â Â Â 63Â Â Â Â Â Creatureâ€™s fur becomes sharp and bristly, dealing 1d4 points of damage to the unprotected flesh of other creatures.
64â€“65Â Â Individual hairs on the creatureâ€™s body become long, sharp quills, which can be fired at enemies within 20 feet, one per round, for 1d4 points of damage. It takes a week to grow quills back, and they have 2d4 of them. If they already have quills, they may gain 1d4 more (50%) or damage is increased to 1d6 damage (50%).
66â€“67Â Â Creature grows an extra pair of legs. The animalâ€™s body shape alters slightly to fully accommodate these limbs, granting it a 50% additional movement bonus. The creature will never have more than six non-wing, non-tentacle legs.
68â€“70Â Â Creature sprouts a pair of rubbery, grasping tentacles from its shoulder. These tentacles can attack for 1d3 points of damage each and can be used for climbing or moving simple objects, but they canâ€™t wield weapons or tools. If the creature has any skin-based attacks, the tentacles may deliver such. A creature will never have more than four tentacles.
71â€“73Â Â Creature gains a poisonous tail stinger that can inject type B (80%) or type O (20%) poison. Reroll if the creature does not have a tail suitable for this attack, or if the tail already has a stinger. If the creature has tentacles, they have a 10% chance of all gaining such a stinger, although saves vs. this poison are made with a +2 bonus.
74â€“75Â Â Creatureâ€™s tail grows sharp spikes; such a tail can be swung at foes to deal 2d3 points of damage. If the creature already has a tail of this type, increase the damage die. Reroll if the creature does not have a tail suitable for this type.
76â€“77Â Â Creatureâ€™s tail grows quills, similar to those of a manticore. It has 3d6 quills on the tail, which take a week to grow, and can be launched up to 30 feet at a target. Each quill can deal 1d3 points of damage and it can fire no more than two per round. If the creature already has a tail of this type, it either gains another 1d6 quills (75%) or the damage dice are increased by one (25%). Quills can never deal more than 1d8 damage each, and the tail can have at most 40 total quills.
78â€“79Â Â Creature grows a venom sac in its mouth (type C; 60%) or in the paws of its forelimbs (type A; 40%); in addition, its teeth or claws become hollow so it can inject the venom. If it already has a poisonous bite or claw attack, increase the strength to type C, D, or F, in that order.
Â Â Â 80Â Â Â Â Â Creatureâ€™s skin begins to ooze acid (1d6 damage on contact; 50%) or poison (type L; 50%). If the creatureâ€™s skin is already poisonous or acidic, roll again.
Â Â Â 81Â Â Â Â Â Creature grows an extra set of eyes. This grants it a high degree of precision with depth perception, granting a +1 bonus to attack rolls. It also gains a wider field of view, and gains a +1 bonus to its surprise rolls.
82â€“83Â Â Creature gains infravision to 60 feet. If they already have infravision, it is extended to 120 feet.
Â Â Â 84Â Â Â Â Â Creatureâ€™s toes become sticky, granting it a natural spider climbing ability. If it already has this ability, roll again.
Â Â Â 85Â Â Â Â Â Creature heals at an accelerated rate, regenerating one hit point per turn. If they already regenerate, they gain one additional hit point per turn, up to three.
86â€“89Â Â Creature becomes 50% larger, gaining one more hit die and dealing +2 damage on all attacks.
89â€“91Â Â Creatureâ€™s skin takes on superior chameleon qualities, allowing it to be 90% undetectable by normal vision if it remains perfectly still.
92â€“95Â Â Creature gains opposable thumbs, and can grip items and tools, although it cannot wield them with enough dexterity to use them in combat. If the creature already has thumbs, roll again.
96â€“98Â Â Roll twice on the table, ignoring this result and the next one (DMâ€™s Choice).
99â€“00Â Â Roll three times on the table, ignoring this result and the previous one (DMâ€™s Choice).
Casting this spell is physically draining for a priest; upon completion, they must rest for 8 hours; they can perform no strenuous activity (running, fighting, etc.) or spellcasting until they have done so. Creatures that survive this transformation are 90% (âˆ’2% per caster level) likely to be sterile; however, new traits will always override the original traits if a creature is not sterile. A caster can only perform this spell on the same creature once per level he has achieved. No creature can be affected by more than ten castings of this spell; any additional castings fail, but still use components and drain the caster. After five successful transformations, creatures have enough of the Abyss in them to be immune to normal weapons. Magical or silver weaponry is typically required to harm them; although unworked weapons (unworked stone, natural clubs, etc.) and normal animals can still harm them as well. In addition, their skin, scales, fur, or feathers begin to take on a ruddy hue, they exude sulfurous or ashy breath, and their eyes glow faintly with a reddish light. These alterations do not impede their hunting ability, however.
The material components for this spell are the priestâ€™s holy symbol and a live creature of the same type being modified; it is sacrificed during the casting.
Breath of the Beast (Pr 3; Alteration)
Sphere:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Chaos, Combat
Range:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â 0
Components:Â Â Â Â Â Â Â Â Â Â S, M
Duration:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Special
Casting Time:Â Â Â Â Â Â Â Â Â 6
Area of Effect:Â Â Â Â Â Â Â Â The caster
Saving Throw:Â Â Â Â Â Â Â None
By means of this spell, a priest can utilize one of a number of different breath weapons. The priest can choose the specific form of the breath weapon or receive a random one, although the choice must be made when they pray for the spell. Once cast, the priest can breathe forth the breath weapon one time before the spell is exhausted, although they can choose two wait up to three rounds before releasing it, unless utilizing the random weapon, which must be released immediately. If they choose not to use the weapon within the time limit, they suffer the full effects at the expiration of the spell. The types of breath weapon can be found on the chart below; note that neither gas breaths can be selected beforehand.
Â Â Â d6Â Â Â Â Â Breath Weapon
1Â Â Â Â Â Â Fire breath. The caster unleashes a cone of flame 20 feet long and 10 feet wide at the base from his mouth, dealing 3d6 points of damage (save vs. breath for half) to any within the area.
2Â Â Â Â Â Â Cold breath. The caster unleashes a cone of frost 20 feet long and 10 feet wide at the base from his mouth, dealing 3d6 points of damage (save vs. breath for half) to any within the area.
3Â Â Â Â Â Â Lightning breath. The caster unleashes a bolt of lightning 30 feet long and 5 feet wide from his mouth, dealing 3d6 points of damage (save vs. breath for half) to any within the area. This spell performs exactly as a lightning bolt spell does if it encounters a barrier.
4Â Â Â Â Â Â Acid breath. The caster unleashes a jet of acid 30 feet long and 5 feet wide from his mouth, dealing 3d6 points of damage (save vs. breath for half) to any within the area.
5Â Â Â Â Â Â Slow gas. The caster unleashes a cloud of slowing gas in a 10 foot cube from his mouth, slowing (as the spell) any within the area who fail a save vs. breath weapon for 1d4+1 rounds.
6Â Â Â Â Â Â Healing gas. The caster unleashes a cloud of healing gas in a 10 foot cube from his mouth, healing 2d6 points of damage to any creatures within the area.
This spell requires a 50gp ruby for the fire breath, a 50gp diamond for the cold breath, a 50gp sapphire for the lightning breath, a 50gp emerald for the acid breath, or a 10gp gemstone of any type for the random breath. The gem is consumed in the casting of the spell.
Trampling Charge (Pr 4; Alteration)
Sphere:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Combat
Range:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â 0
Components:Â Â Â Â Â Â Â Â Â Â V, S, M
Duration:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â 1 rd./level
Casting Time:Â Â Â Â Â Â Â Â Â 7
Area of Effect:Â Â Â Â Â Â Â Â The caster
Saving Throw:Â Â Â Â Â Â Â None
With this spell, the caster gains great strength and power in his legs, and his feet transform into large, heavy hooves, if they arenâ€™t already. This allows him to charge a foe at twice his normal speed and trampling them. The priest can only do this against foes at least one size category smaller than himself; other creatures are too big to be knocked down and trampled. The priest must roll one attack roll, with a +1 bonus, for each hoof, dealing 2d6 points of damage each. If both attacks are successful, the target suffers an additional 2d6 points of damage and is stunned for 1d3 rounds. Against larger foes, the priest may kick with one foot for 2d6 damage, but receives no attack bonuses. Opponents, if using the appropriate weaponry, may set to receive the casterâ€™s charge, gaining all bonuses listed for that maneuver.
The material component for this spell is a hoof fragment from a large bovine.
Summon Bulezau (Pr 5; Conjuration/Summoning)
Sphere:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Summoning
Range:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â 30 yds.
Components:Â Â Â Â Â Â Â Â Â Â V, S, M
Duration:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Special
Casting Time:Â Â Â Â Â Â Â Â Â Special
Area of Effect:Â Â Â Â Â Â Â Â 1 creature
Saving Throw:Â Â Â Â Â Â Â None
This spell allows a priest to summon one bulezau, a type of lesser tanarâ€™ri. The bulezau will serve willingly if it is summoned for battle against the priestâ€™s foes; otherwise it must make a saving throw vs. spell. If the save fails, it will serve begrudgingly, but always look for a loophole that will allow it to engage in combat. If it makes the save, it immediately starts attacking any nearby creatures, although this spell prevents it from directly harming the caster. There is a flat 1% chance this spell mistakenly summons an uncontrolled goristro tanarâ€™ri instead; it will immediately attack any creatures it sees, including the caster.
In order to perform the summons, a caster must chalk a special summoning circle, wherein the bulezau will appear They must then begin the spell chant and sacrifice one or more intelligent creatures; they can continue this chant for as long as they wish, and as long as they have creatures to sacrifice; they may sacrifice one creature per round. Once summoned, the bulezau will stay on the Prime Material Plane for one hour per hit die sacrificed (doubled for any gnoll sacrifices); therefore, were the priest to sacrifice an ogre, the bulezau would stay for four hours. If a gnoll were sacrificed as well as the ogre, the bulezau wouldnâ€™t gate back to the Abyss for eight hours.