Baphomet Rises

Baphomet has chosen you as a worthy vessel. His presence lives within you, always present, whispering to you and urging you towards acts of blood and death. Through sheer force of will, you might be able to keep him contained. But for how long?

Battle With the Beast

Baphomet's Presence

Upon gaining this feature, you are given a Baphomet's Presence (BP) score, representing the strength of the Demon Lord's control. This score starts at 0.

Baphomet's Insistence

If you would die, you instead increase your BP by 1. You gain 6d6 + 6 health, and your Maximum HP is reduced by the same amount. If this causes your Maximum HP to be reduced to 0, you die.

Baphomet's Corruption

When any of the following triggers occur, Baphomet's will is exerted upon you. Choose one of the below consequences to suffer.

Triggers

  • Cast a spell of 1st level or higher.

  • Trigger Wild Magic.

  • End your turn with 0 HP.

  • Finish a short or long rest.

  • Deal a killing blow.

  • Use an action to reduce your BP score by 1.

Consequences

  • Demonic Surge: Increase your BP score by 1. If you cast a spell, add 1d6 to your Spell Attack or Spell Save DC.

  • Untamed Magic: Increase your BP score by 1. If you triggered Wild Magic, roll on the Wild Magic table 1d6 times.

  • Beastly Endurance: Increase your BP score by 1. Roll a number of d6 equal to your BP. You heal that amount, or recover from a negative condition of your choice. Your BP increase by an additional one for each 6 you rolled.

  • Mental Strain: Suffer 6d6 + 6 psychic damage or 1 level of exhaustion.

  • Deplete Reserves: Lose 1 available HD. You must have at least 1 HD available in order to choose this option.

  • Unholy Temptation: Succeed at a Wisdom Saving Throw with DC equal to 6d6 + 6 or suffer each of the other consequences. A natural one is considered a failure.


As it is Foretold

Triggering Transformations

Whenever your BP score increases, roll a
number of d6 equal to your BP score. If you roll
3 or more 6's, you experience a transformation.

You can revert one transformation by spending a
month isolated in a natural environment.

Transformation Effects

When a transformation occurs, choose an effect from the list below. You may not choose an transformation that is already applied to you. After the transformation is complete, you heal 6d6 + 6 health.

  • Your heart is hardened.

    Your Maximum HP is increased by 6d6 + 6, to a maximum of 333, and you become immune to the freightened and charmed conditions.

    Creatures that can see you have disadvantage on saving throws to avoid being freightened or charmed.

  • Your figure distorts.

    You gain a +2 bonus to your Strength, to a maximum of 24. Non-humannoid creatures of your choice share this benefit as long as they can see you.

    If your size is Medium or smaller, you become Large.

  • Your blood runs thick.

    You gain a +2 bonus to your Strength, to a maximum of 24. Non-humannoid creatures of your choice share this benefit as long as they can see you.

    Every creature that can see you must succeed on a DC 18 Wisdom Saving Throw or roll on the Baphomet Madness table.

  • Your visage wounds.

    You gain a +2 bonus to your Wisdom, to a maximum of 24. Druids and Rangers of your choice share this benefit as long as they can see you.

    Every creature that can see you must succeed at a DC 18 Wisdom Saving Throw or becomes frieghtened of you. A freightened creature may repeat the saving throw after completing a long rest.

  • Your nose smells prey.

    You gain a +2 bonus to your Wisdom, to a maximum of 24. Druids and Rangers of your choice share this benefit as long as they can see you.

    Every creature that can see you must succeed on a DC 18 Wisdom Saving Throw or roll on the Baphomet Madness table.

  • The Beast Has Risen.

    If any of the other transformations have not yet been chosen, you also gain their effects now.

    You now use the stats for Baphomet. Consult the Controlling the Prince of Beasts section for more information. You heal 333 HP. Any negative effects applied to you are removed.


Controlling the Prince of Beasts

Vessel of the Demon

Once you have experienced The Beast Has Risen transformation, you no longer need to suffer consequences from Baphomet's Corruption.

While transformed in this way, both you and Baphomet roll for initiative and each take turns controlling the same body. You each use Baphomet's stats, features, and abilities. You may aslo cast spells as though in your original form. When you do so, you use Baphomet's spellcasting modifier instead of your own; +10 to spell attacks and an 18 Spell Save DC.

Contesting Control

Either character in control of Baphomet's body can use their reaction in an attempt to immediately end the other's turn. When this happens, you must make your choice of either an Intimidation, Persuasion, or Animal Handling check using your original stats. To determine the DC for this check, roll 6d6 + 6 and add your BP score.

After this check is made, but before the outcome is determined, you may expend any number of available Hit Dice. For each hit dice expended, remove one of the rolled d6.

On a success, you maintain control of your own turn, or successfully end Baphomet's turn. Your BP score is reduced by 1 plus an additional 1 for each d6 that rolled a one in determining the DC.

On a failure, Baphomet maintains control of his turn, or he successfully ends your turn. Your BP score is increased by 1 plus an additional 1 for each d6 that rolled a six in determining the DC.

Permanent Control

When you successfully prevent Baphomet from taking his turn while your BP score is 0, you may choose to revert the effects of The Beast Has Risen. All other transformations remain in effect. If your current health is greater than your Maximum HP, your health becomes your Maximum HP.

When Baphomet successfully prevents you from taking a trun while your BP score is 36 or higher, he gains permanent control, and you become trapped within his mind, incapable of action.



Baphomet

Huge fiend (demon), chaotic evil


  • Armor Class 22
  • Hit Points 333
  • Speed 40ft.

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 26 (+8) 18 (+4) 24 (+7) 16 (+3)

  • 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.
  • Languages all, telepathy 120 ft.

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 22 (4d10) 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.

Innate Spellcasting. 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, hunter's mark, dominate beast, locate creature

3/day each: dispel magic, wall of stone, hallucinatory terrain, haste

1/day each: maze, earthquake, weird


Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he 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 spell and other magic effects.

Magic Weapon. Baphomet's weapon attacks are magical

Reckless. At the 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: 24 (4d6 + 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: 21 (2d10 + 10) piercing damage.

Frightful Presence. Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed 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.

Baphomet's Madness

Madness traits can only be removed by a wish spell. You can only be under the effect of one madness at a time.

1d6 Madness
1 “My anger consumes me. I can't be reasoned with when my rage has been stoked.”
2 “I degenerate into beastly behavior, seeming more like a wild animal than a thinking being."
3 “The world is my hunting ground. Others are my prey."
4 “Hate comes easily to me and explodes into rage"
5 "I see those who oppose me not as people, but as beasts meant to be preyed upon."
6 "I feel great shame when I cannot complete a task with my body's strength alone."