Roleplaying the Demon Lords in Dungeons and Dragons: Baphomet and Yeenoghu
Baphomet and Yeenoghu are probably the most straightforward of the Demon Lords in D&D, as well as the most similar. They are bestial in both appearance and creed. Overwhelming force is their solution to almost any problem and they are, above all other Demon Lords, eager to get their own hands dirty. Even their abilities are similar, being relatively unintelligent and uncharismatic, but exceptionally wise. This is not to say, however, that they are the same. Although there will be many similarities in how a DM approaches playing either of these characters, their motivations are distinct, and this is what gives these two their distinct flavour.
Baphomet
Of all the Demon Lords, Baphomet is perhaps the most involved in mortal affairs. His grand vision sees all humanoid societies restructured in accordance with his creed. Mordenkainen’s Tome of Foes puts this creed simply: “civilization is weakness and savagery is strength.” He wishes to overturn all civilization and install a Hobbesian state of nature where the strong do what they want and the weak are subjugated, essentially making the Material Plane a reflection of the Abyss. While all Demon Lords desire this to some degree, Baphomet makes it his core mission to intervene in mortal societies.
Baphomet’s ability scores suggest that he is more of a tactician than a strategist. While he is extraordinarily intelligent, he is less so than the typical Demon Lord, a fact he makes up for with his astounding wisdom. Assuming that Demon Lords will always lean on their strongest abilities, Baphomet should therefore be inclined to use his preternatural situational awareness to adapt to any situation rather than relying on advanced planning. This doesn’t mean he will never plan ahead. His objectives are too complex to be achieved without some measure of strategic thinking. I suspect, though, that he would prefer relatively straightforward plans that produce short-term results rather than intricate plots.
In keeping with his ideology of rule through physical strength, Baphomet is battle happy even by demonic standards. He will meet any challenge to his supremacy with overwhelming force. Only creatures who pay obeisance to him can hope to be spared, and even then only if they have some foreseeable use to him. Flattery and deception might forestall Baphomet’s wrath for a while but his wisdom score gives him a high chance of seeing through such a ploy. Once he realizes he is being deceived, Baphomet will deal with the deceiver mercilessly.
Baphomet will almost always fight on the front lines of any conflict. His creed demands it. To avoid battle might lead others to question his strength, and this he cannot allow. As long as his ability to teleport away is not compromised, he will go into battle against virtually any odds. If he cannot teleport but is fighting on the Material Plane or has other safeguards against permanent death in place, he will avoid combat only with a compelling reason. If he is in a position where permanent death is possible, and he is outnumbered or confronted by a superior opponent, only then will he retreat rather than fight.
Baphomet likes to fight, and can usually win, so social encounters with him will be limited to interaction with followers and psychological warfare. Given Baphomet’s charisma is middling compared to other demons, he has little reason to engage in diplomacy even as a tactical ploy. He does, however, have proficiency in intimidation, which I suspect he would employ mainly when dealing with creatures that he has some reason not to simply destroy such as a reticent warlock or cultist. Mordenkainen’s Tome of Foes states that Baphomet enjoys driving his prey to despair before moving in for the kill, suggesting that he will also use his intimidation skill to toy with weaker opponents. With his high wisdom score, Baphomet will be insightful enough to pinpoint psychological vulnerabilities in his targets with a high degree of consistency. Although opportunities for social roleplay are limited, they are still present.
Baphomet has a particularly strong interest in the affairs of mortals and thus will be especially active on the Material Plane. The first chapter of Mordenkainen’s Tome of Foes implies that Baphomet recruits cultists more easily than most Demon Lords, and this seems plausible considering how prevalent the ideology of “might makes right” is in the real world. His interest in the Material Plane would also make him a good candidate for a warlock patron, although he would no doubt be a demanding one. Once he gains a foothold, Baphomet will use his followers to foment war and insurrection, as well as various abuses of power and other injustices that undermine the stability of civilization.
Yeenoghu
Yeenoghu is much like Baphomet in both personality and abilities, differing mainly in his outlook on the world. While Baphomet wishes to rule over the ruins of civilization, Yeenoghu wants only to lay waste to the world. He is a force of nature, driven solely by his own whims. This makes him very simple to roleplay.
Yeenoghu is significantly less intelligent and charismatic than the other Demon Lords and makes only limited use of these skills. He is still clever enough to outsmart most prey, but not clever enough to create complex schemes, even if he had the inclination. Similarly, while he is charismatic by humanoid standards, he would have little reason to employ his charisma except for spellcasting or to terrorise prey. The lore in Mordenkainen’s Tome of Foes is explicit about the fact that Yeenoghu doesn’t parlay. Ever. If your players like a lot of social roleplay, this is probably not the right Demon Lord for you.
Yeenoghu is motivated solely by his own amusement, which he derives exclusively from destruction and mayhem. He loves the challenge of the hunt and will actively seek out challenging opponents. Greater demons, particularly those associated with Baphomet, will always draw his attention. Like Baphomet, Yeenoghu will rarely if ever flee from combat unless there is an imminent threat of true death. Mordenkainen’s also mentions that he enjoys sowing despair, and so he will prefer to target people or places of cultural significance on his rampages. In the absence of these targets, Yeenoghu will be indiscriminate.
Yeenoghu has followers, but they are literally just creatures that follow him on the hunt or try to emulate it in his absence. Mordenkainen’s Tome of Foes and Volo’s Guide to Monsters both note that not many creatures will serve Yeenoghu aside from his own creations. Cults to him, if they exist at all, would be small, and he would not make for a particularly reliable warlock patron. Mordenkainen’s also notes that Yeenoghu will spare creatures that join him on the hunt. No explanation for this is given, but I think it suggests a desire for an audience to his feats of combat prowess. Yeenoghu’s fellow hunters would always have to be wary of their master’s boredom, as he is more than likely to turn on them if other prey is unavailable. He cares no more for them than any other creature.
So that’s that. Two down, six to go. These are not the most complicated bad guys in Dungeons and Dragons but I hope this analysis has offered a useful perspective on how to play these very similar monsters in a way that feels distinct. Of course, interpretations will vary so please leave a response if there’s something I’ve overlooked or if you’ve used these characters differently in your own games.
To learn more about my reasoning in developing these profiles, see my introduction to this series.