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Baphitaur
Medium-Size Outsider
Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 30 ft.
AC: 19 (+1 Dex, +3 natural, +5 breastplate), touch 11, flat-footed 19
Attacks: Greataxe +5 melee
Damage: Greataxe 1d12+3/x3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Charge 2d6+3
Special Qualities: Cold resistance 5, darkness, electricity resistance 5, fire resistance 5, natural cunning, rage, scent
Saves: Fort +4, Ref +4, Will +3
Abilities:
Str 15, Dex 12, Con 13, Int 11, Wis 10, Cha 8

Skills: Jump +4, Listen +8, Search +8, Spot +8
Feats: Power Attack
Climate/Terrain: Any underground
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

Though similar in fundamental principle to tieflings, who claim descent from humans who mated with demons, baphitaurs are the product of magical experimentation rather than demonic breeding. Baphitaurs have demon blood, it is true, mingled through unholy sorcery with both human and minotaur stock. The result is a creature of unmitigated evil, filled with not only a demonic hatred of puny mortals but also a passionate fury at the circumstances of its creation.

The creators of the baphitaurs were Netherese wizards whose school of magic at Andalbruin was infamous for the blasphemous experiments performed there. The creatures escaped from their creators before the fall of Netheril and have lived in the Labyrinth for many centuries, improving on the original dwarven design.

A baphitaur is a tall, broad humanoid, comparable in size and build to a strong orc warrior. Its face resembles that of a minotaur, with bestial features, bull-like ears, short but very sharp horns, and a shaggy mane of hair. Stringy hair covers its body, and a long tail thrashes wildly behind it when it is agitated. Its feet are humanlike, not hoofed.

Combat

Baphitaurs fight with greataxes, using their horns only when charging opponents. They are considerably more intelligent than minotaurs and use their darkness to confuse foes or escape unfavorable odds.

Charge (Ex): A baphitaur typically begins a battle by charging at an opponent and lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the creature to make a single gore attack that deals 2d8+3 points of damage.

Darkness (Sp): A baphitaur can use darkness once per day (caster level 1st or the baphitaur's character level, whichever is higher).

Natural Cunning (Ex): Like their minotaur ancestors, baphitaurs possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Rage (Ex): Once per day, a baphitaur can enter a rage identical to that of a 1st-level barbarian. While a baphitaur rages, the following changes to the above statistics are in effect: HD 3d8+9; hp 22; AC 17, touch 9, flat-footed 17; Atk +7 melee (1d12+6/x3, greataxe); SA charge 2d8+6; SV Fort +6, Will +5; Str 19, Con 17; Jump +6. A baphitaur's rage lasts for 6 rounds.

Scent (Ex): A baphitaur can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: Baphitaurs receive a +2 racial bonus to Search, Spot, and Listen checks.

Baphitaur Characters

A baphitaur's favored class is barbarian. Many baphitaur leaders are clerics of Baphomet, who grants them access to the domains of Animal, Chaos, Evil, Hatred, and Retribution.


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