Mazagorth
Mazagorth

Mazagorth

Mazagorth, the Labyrinthine Stalker

Tanar’ri princeling of confusion and disorientation [he/him], CE

Mazagorth, the Labyrinthine Stalker—now there’s a name that’s whispered in the darker corners of the multiverse with a shiver. This fiend’s as ancient and twisted as the mazes he haunts. Mazagorth’s origins are shrouded in the mists of the Abyssal past, but the chant goes he’s a creation of Baphomet himself, the Demon Lord of Minotaurs. Imagine a creature birthed from the very essence of chaos and malice, a being whose very existence is a testament to the dark creativity of its master.

Mazagorth is as complex and unpredictable as the labyrinths he represents. He’s not just some mindless brute; no, this tanar’ri’s got a cunning mind, a strategist’s brain. He revels in confusion and fear, using his intelligence to outmaneuver those who dare enter his realm. Picture a hunter who toys with his prey, a master of psychological warfare who delights in the terror he instills.

As for what he’s the demon of—Mazagorth embodies the very essence of labyrinths. Not just the physical mazes of stone and hedge, but the labyrinths of the mind, the soul. He’s a symbol of life’s chaotic and unpredictable nature, a reminder that every choice leads down twisting paths with unknown ends. His presence in a tale is a sure sign of trials and tribulations, of challenges that test both body and spirit.

And how awful is he? Let’s not mince words—Mazagorth is a nightmare incarnate. He’s not just a physical threat with his towering stature and razor-sharp horns. His real horror lies in his ability to warp reality, to turn certainty into doubt, clarity into confusion. Cutters who face him don’t just battle a demon; they battle their own fears and insecurities. Many a brave soul has been lost in his labyrinths, not just physically, but mentally, forever trapped in a maze of their own making.

But he’s not undefeatable. Chant goes that the cutter was recently summoned to a misty realm by a coven of hag witches. The berks lost control of Mazagorth when their summoning circle was compromised, some say deliberately, by a band of foolhardy Primes. Mazagorth exacted his revenge on the hags and then turned on the berks who ‘rescued’ him; typical tanar’ri gratitude. In the ensuing carnage, the tanar’ri was beaten back through his portal to the Abyss, where the fiend remains, no doubt plotting his horrible revenge for the insult.

Pathfinder 1e Statistics

CR 9 Large Outsider (Chaotic, Demon, Evil)

Appearance: Mazagorth, the Labyrinthine Stalker, embodies the malevolent essence of his demonic patron, Baphomet. Standing at ten feet tall, his twisted and muscular form resembles that of a monstrous minotaur, though with more demonic and sinister features. His ebony hide is marred with jagged spikes and scars, and a pair of large, curved horns jut from his skull, resembling the deadly labyrinthine paths his traverses. His blood-red eyes gleam with a predatory intelligence, and his mouth is filled with razor-sharp teeth that drip with a corrosive, black ichor.

Initiative: +4; Senses: Darkvision 60 ft., scent, Perception +15

AC: 25, touch 9, flat-footed 25 (+16 natural, -1 size)

HP: 135 (14d10+56)

Fort: +12, Ref: +5, Will: +8

Defensive Abilities: DR 5/cold iron or good; Immune acid, cold, electricity, poison; Resist fire 10; SR 17

Speed: 40 ft.

Melee: Gore +15 (2d8+6), 2 Claws +15 (1d8+6 plus rend)

Space: 10 ft.; Reach: 10 ft.

Special Attacks:

  • Labyrinthine Roar: All creatures within 30 ft. must make a DC 16 Will save or become confused for 1 round.
  • Rend: If Mazagorth hits with both claw attacks, he deals an additional 2d8+9 damage.
  • Minotaur Charge: Mazagorth can make a charge attack that deals an additional 2d6+6 damage and has a chance to bull rush the target (Fortitude DC 16 negates).

Spell-Like Abilities (CL 7th):

  • At will: Scorching ray, dimension door
  • 3/day: Confusion (DC 14), mirror image
  • 1/day: Summon monster V (summons a babau demon)

Labyrinthine Aura: All creatures within 30 ft. of Mazagorth must make a DC 16 Will save or be disoriented, suffering a -2 penalty to AC and attacks for 1 round.

Tactics: Mazagorth’s appearance alone can strike fear into the hearts of his adversaries. He prowls the battlefield with a twisted grin, eyes locked onto his chosen prey. When combat begins, he employs a labyrinthine roar to sow confusion among its foes, making it difficult for them to mount a coordinated defense. Mazagorth then charges in with a minotaur charge, using brute strength to engage and isolate a target. His rending claws and powerful gore attack deal devastating damage to any who dare stand against him.

Mazagorth uses his spell-like abilities strategically. He employs scorching ray to target spellcasters or ranged attackers, seeking to disrupt their offensive capabilities. Dimension door allows it to quickly reposition itself for better advantage, appearing unexpectedly to engage vulnerable enemies.

If Mazagorth’s adversaries attempt to surround or overwhelm him, the demon uses confusion to further sow chaos among the ranks of its enemies. He can also summon babau demons and command them strategically to harass spellcasters, disrupt formations, or exploit vulnerabilities.

Mazagorth’s true strength lies in his unpredictability. He shifts tactics fluidly, adapting to the situation at hand, and using its labyrinthine aura to disorient foes, making it challenging for them to land effective attacks. This aura, combined with fast healing, allows Mazagorth to endure a drawn-out battle, wearing down his enemies through attrition.

Source: Aaron Masters and Jon Winter-Holt

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