Homebrew Baphomeri Species Details
Failed Summon
They originated from the failed attempts of alchemists, sorcerers, necromancers, and dark religious zealots alike, to conjure the powerful demon known as Baphomet. The baphomeri were initially used as slave labor, subjects of magical experimentation, and soldiers in the armies of evil warlords hellbent on world domination. Due to their quiet and submissive natures, baphomeri slaves and soldiers would occasionally be misunderstood as "loyal" to the ones they served and, as such, find themselves promoted into positions of higher authority such as wardens in the case of slaves or lieutenants in the dark armies. Though they were brought into the world as submissive slaves and test subjects, the baphomeri were powerful beings and did possess free will. It was inevitable that once they had begun to realize the strength they possessed, they would turn against their cruel masters. The strongest baphomeri who, through circumstance and guile, or perhaps just the ignorance of a foolhardy lord or general, found themselves in a position of high power began to fight against those in control. After years deception and violence, the majority of baphomeri escaped their lives of servitude, and the practice of conjuring them has since been forbidden. Ignorant, foolish, and naive magicians still attempt to create them in secret... Woe to the unlucky souls who succeed.
Opportunists
The baphomeri do not generally conform to societies. A baphomeri who has become aware of its own power will often look down upon others, especially other races who are deemed inferior. A notable exception to this is the tiefling race, who most baphomeri consider to be respectable. One or two baphomeri can even be found comfortable in a tiefling community. Although they are fiends, their naturally submissive personalities and weariness of war and combat make them somewhat approachable. That is not to say they are not evil, but they are certainly capable of hiding it well. Upon sight, they are often met with the same disdain and suspicion as the tieflings and most frequently return such in kind. They do not frequently join parties of adventurers, as they are generally unwanted, but will do so if the need arises or there is a desire for something that cannot be attained alone. If they find company in want of them, they are less inclined to, say, double cross them once their goal is fulfilled.
Baphomeri Names
Baphomeri names are subject to the creativity of the one who conjures them. The name is frequently unoriginal, ironic, or simply made to be as degrading as possible. That said, there are not "customary" names for the baphomeri. Usually when a baphomeri is free, they rename themselves.
Pet Names: Slave, Dullard, Dummy, Idjit
Male: Bartimaeus, Heralford, Ponccius, Calrag
Female: Calrigule, Elefore, Mana'aht, Lorpsi
Baphomeri Traits
The baphomeri are highly intelligent and resilient ovine demonsAbility Score Increase
Ability Score Increase. Your Intelligence score increases by 2, and either your Strength or Constitution score increases by 1.
Speed
Speed. Your base walking speed is 35 feet.
Lesser Devilsight
Lesser Devilsight. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. In addition, magical darkness doesn't affect your darkvision.
Infernal Spawn
Infernal Spawn. Unlike other creatures of fur, fire does not scare you. You are resistant to fire damage.
Eldritch Knowledge
Eldritch Knowledge. Baphomeri have an innate understanding of magic. You know one 1st-level spell of your choice from the warlock spell list. You can cast this spell once, without material components or expending a spell slot. You must finish a long rest to regain use of this spell. Intelligence is your spellcasting ability for this spell.
Soul Pact
Soul Pact. As an action, you can choose an ally within 10 feet of you who is willing. Until the end of your next turn, you both draw on each others presence to power your attacks, granting you both advantage in attack rolls. You must finish a short or long rest before using this trait again.
Languages
Languages. You can speak, read, and write Common and Infernal.
Previous Versions
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