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Perilous
Gateways
The Shadow Path: A Portal Network
By James Wyatt

| 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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