Charge. If Baphomet moves at least 10 feet straight towards a target and then hits it with his gore attack on the same turn. the target takes an extra (4d10) piercing damage. If the target is a creature, it must succeed on a DC 25 strength saving throw or be pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled and he is immune to the maze spell.
Legendary Resistances. If Baphomet fails a saving throw he can choose instead to succeed.
Magic Resistance. Baphomet has advantage on saving throws against spells and other magical effects.
Magic Weapons. Baphomet's weapons attacks are magical.
Lord Status. Baphomet has advantage on all attacks.
Spellcasting. Baphomets spellcasting ability is [Charisma] (spell save DC 18, +17 to hit with spell attacks).
(at will): detect magic thunder step
(3/day):Dispel magic, Dominate beast, hunter's mark, Maze, Wall of stone, teleport
Multi-Attack. Baphomet makes four attacks: two with his Heart-Cleaver, one with his Bite and one with his Gore attack.
Heart-Cleaver. Melee Weapon Attack: +19 to hit, reach 15 ft, one target. Hit: (6d12 + 10) [Slashing] damage. (Damage done by the Heart cleaver cannot be restored by anything other that a short or long rest, magic healing will not work.)
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft, one target. Hit: (4d10+10) [Piercing] damage.
Gore. Melee Weapon Attack: +19 to hit, reach 10 ft, one target. Hit: (4d10+10) [Piercing] damage.
Frighting Presence. Each creature of Baphomets choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect n itself on a success. These later saves have disadvantage if Baphomet is within the lie of sight of the creature. IF a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomets Frighting Presence for the next 24 hours.
Cast any spell.
Baphomet has 2 reactions.
Heart-Cleaver. Melee Weapon Attack: +19 to hit, reach 15 ft, one target. Hit: (3d12 + 10) [Slashing] damage. (Damage done by the Heart cleaver cannot be restored by anything other that a short or long rest, magic healing will not work.)
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft, one target. Hit: (2d10+10) [Piercing] damage.
Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. Baphomet regains spent legendary actions at the beginning of his turn.
Heart-Cleaver Attack. Baphomet makes a melee attack with Heart-Cleaver.
Charge. (Costs 2 Actions). Baphomet moves up to his speed, then makes a gore attack.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Baphomets Lair.
Baphomets lair is his palace, the Lyktion, which is on the layer of the Abyss called the Endless Maze. Nestled within the twisting passages of the plane-wide laberynth, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional Maze. The palace itself is a towering structure whose interior is as labyrinthine as the plane on which it resides, populated by Minotaur, Goristro and Quasits.
Lair Actions
On initiative count 20 (losing initiative ties), Baphomet takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with a solid stone for 1 minute or until Baphomet creates this effect again.
- Baphomet chooses one room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall into the new direction of gravity, unless they have other means of staying aloft. Baphomet can ignore the gravity reversal if he is in the room, although he likes to use this action land on the ceiling to attack targets flying near it.
- Baphomet casts Mirage Arcane, affecting a room within the lair that is no longer in any dimension than 100 feet. The effects end on the next initiative count 20.
Regional Effects
The region containing Baphomets lair is warped by his magic, creating one or more of the following effects:
- Plant life within one mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.
- Beasts within one mile of the lair become frightened and disoriented, as though constantly under threat of being hunted and might lash out or panic when no visible threat is nearby.
- If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Baphomet table. A creature that succeeds cant be affected again for 24 hours.
If the Baphomet dies, these effects fade over the course of 1d10 days.
Table:
Madness of Baphomet.
(d100 and flaw last until cured)
01-20: "My anger consumes me. I cannot be reasoned with when my rage has been stoked."
21-40: "I degenerate into beastly behavior, seeming more like a wild animal than a thinking being."
41-60: "The world is my hunting ground. Others are my prey."
61-80: "Hate comes easily to me and explodes into rage."
81-100: "I see those who oppose me not as people, but as beasts meant to be preyed upon."
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