Large Fiend (Demon), Chaotic Evil
Armor Class 22 Natural Armor
Hit Points 270 (20d12 + 150)
Speed 40 ft.
STR
30 (+10)
DEX
14 (+2)
CON
26 (+8)
INT
18 (+4)
WIS
24 (+7)
CHA
16 (+3)
Skills Intimidation +17, Perception +14
Senses Truesight 120 ft, Passive Perception 17
Languages Abyssal, Common, Deep Speech, Gith, Infernal, Minotaur, Telepathy 120 ft, Undercommon
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Charge. If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 22 (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.

Innate Spellcasting. Baphomet’s spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:

At will: detect magic

3/day each: dispel magic, dominate beast, hunter’s mark, maze, wall of stone

1/day each: teleport

Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell.

Legendary Resistance (3/Day). If Baphomet fails a saving throw, he can choose to succeed instead.

Magic Resistance. Baphomet has advantage on saving throws against spell and other magic effects.

Magic Weapon. Baphomet’s weapon attacks are magical

Reckless. At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.

Actions

Multiattack. Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.

Heartcleaver. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8+10) piercing damage.

Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

 

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Baphomet can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Baphomet regains spent legendary actions at the start of his turn.

Heartcleaver attack. Baphomet makes a melee attack with Heartcleaver.

Charge (Costs 2 actions). Baphomet moves up to his speed, then makes a gore attack.

Description

Baphomet had the appearance of a 12-foot-tall humanoid with a bull's head, a bovine tail, and broad, stubby hands and feet. His body was covered with coarse black hair. His horns curved downward and outward. He wielded a giant bardiche. Baphomet could spit out gouts of unholy water.

Lair and Lair Actions

Baphomet's lair is a giant rotating labyrinth located in the 600th layer of the abyss. Baphomet will sent his victims into the maze to get lost before hunting them down through the ever changing maze and devouring them. Throughout the maze there are factions of survivors who may be friendly of hostile. Also located throughout the labyrinth are black portals that spawn imps and other fiendish creatures. the throne room of Baphomet is not easily found, but if found it contains trasured beyond imagine from the many slain heroes Baphomet has killed. 

 

Every 5 Minutes of real time roll 1d10 . On a 1 or 2, rotate the largest circle (A1). On a 3 or 4, rotate the second largest circle (A2). On a 5 or 6, rotate the circle that contains the key to the demon door (A3). On 7, 8, 9, or 10, rotate one of the other four circles (A4, A5, A6, and A7). (made with the rotating labyrinth from the website drivethrurpg)

Monster Tags: Demon Lord

Benderson903

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