Armor Class 26 (natural armor)
Hit Points 1276 (26d12 + 338)
Speed 50 ft.
STR
30 (+10)
DEX
16 (+3)
CON
30 (+10)
INT
18 (+4)
WIS
24 (+7)
CHA
19 (+4)
Saving Throws STR +17, CON +17, CHA +11
Skills Perception +7
Damage Resistances Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal, All, Telepathy 120ft
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Gear: 
Heartcleaver:
 Heartcleaver is magical. It gains +5 to damage +1to hit, has 15feet reach, rolls 2d12slashing damage, gains dubble rage damage, and rolls one additional crit dice, but its wielder loses 2 ac.

InnateTraits
On the Edge of Divinity:
Gains DubbleTotal hitpoints

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

Embodiment of Savagery: Baphomet embodis the savagery of the abyss , an insidious force that wormed its way into the heart of his followers to deceive them into embracing brutality. Baphomet is a large level 26 Demonic Fiend with 20 levels in the uniqe Primal Path of Savagery Barbarian and 6 levels  in fighter.

Demon Prince of Beasts: A Prince of the Abyss is a primal creature of near godly power. Baphomet is an insidious force that wormed its way into the heart of his followers to deceive them into embracing brutality
Baphomet gains +5 ac, the innate ability to summon demons, immunity to spells level 3 or lower, beings off lesser divine rank (Pathetic mortals) have disadvantage on all  rolls against him while he gains advantage on all rolls against them, and when Baphomet enters Savage Fury all beasts and followers of Baphomet withing 30 feet of him also enter Savage Fury at a level equal to the creatures barbarian level(Minimum of1)

Feats
Abyssal  Constitution: 
Baphomet gains resistance to Ice, Fire, and Lightning damage aswell as Immunity to poisin damage, the poisined condition.

Crown of Horns: Baphomet is not know as the horned kings without reason, for four great horns spring from his head lika a savage crown.
Baphomets Gore attack does 2d6 extra piercing damage and his natural weapons count as magical weapons. 

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 spells and other magical effects.

Demonic Toughness: Baphomet gainst +3 hit points per level

Great Weapon Master: After a melee critical hit Orieen'Dar gains an extra attack and he  can choose to suffer a -5 to hit malus in return for +10 to damage when using a heavy weapon.

Risilient: +1 Charisma and he gains proficiency in saving throws using Charisma.

Primal Path of Savagery Barbarian level 20
Rage: In battle Baphomet fights with primal rage. On his turn, he can enter rage. While in savage fury, Baphomet gains advantage on Strength checks and Strength saving throws, resistance to bludgeoning, piercing, and slashing Damage, and  when he makes a melee weapon attack using Strength, he gains bonus rage damage according to his barb level.(+4)

Unarmored Defence: While not wearing any armor, Baphomets Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. 

Reckless Attack: Baphomet throws aside all concern for defense to attack with fierce desperation. When he starts his turn, he can decide to attack recklessly. Doing so gives hi advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.

Danger Sense: Baphomet has an uncanny sense of when things nearby aren’t as they should be, giving him an edge when he dodges away from danger.
He has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. 

Fast Movement: Baphomet gains a speed increases of 10 feet while not wearing heavy armor.

Feral Instinct: Baphomets instincts are so honed that he has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat, he can act normally on his first turn, but only if he enters his Savage Fury before doing anything else on that turn.

Brutal Critical: Baphomet can roll 3 additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Relentless Rage: If Baphomet drops to 0 hit points while he is Savage Furying and doesn’t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he  drops to 1 hit point instead. Each time he uses this feature  the DC increases by 5 and resets on a long rest.

Persistent Rage:Baphomets rage is so fierce that it ends only if he falls unconscious or if he chooses to end it.

 

Indomitable Might: If Baphomets total for a Strength check is less than hisStrength score, he can use that score in place of the total.

Primal Champion: Baphomet embodies the power of wild savagery. His Strength and Constitution scores increase by 4.

Savage Fury: Baphomet can go into a frenzy when he rages. If he do so, for the duration of rage Baphomet gaints +1 rage damage and can make a single melee weapon attack as a bonus action on each of his turns after this one. When  rage ends, he suffers one level of exhaustion.

Raging force of Savagery: Baphomets rage is no fleeting mortal emotion. It is a planar force. He can’t be charmed, frightened, paralysed, or exhausted while in Rage. If he is charmed, exhausted, or frightened when he enters rage, the effect is suspended for the duration of the rage.

Savage Vengence: When Baphomet take damage from a creature that is within 15 feet of him, he can make a melee weapon attack against that creature. Can only attack the same creature one time.

Champion Fighter level 6

 

Action Surge(1use): Baphomet gains an additional action.

Improved
Critical: Baphomets strikes crit on 19 and 20.

 
Actions

Actions

Multiattack. Baphomet makes 4 attacks: two with Heartcleaver, one with his bite, and one with his gore attack.

 Heartcleaver. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 2d12 + 25 slashing damage.

 Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 15) piercing damage.

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

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 16 (3d10) piercing damage. The target must succeed a DC25 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Frightful Presence. Each creature of Baphomet's 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 on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.

Bonus Actions

Savage Strike: Hits a target once with Heartcleaver.

Second Wind: On his turn,Orieen'Dar can use a bonus action to regain hit points equal to 1d10 + his fighter level.
He must finish a short or long rest before he can use it again.

Legendary Actions

Legendary Actions
Baphomet has 3 legendary actions
Savage Cleave(cost 2): Baphomet swings Heartcleaver with reckless abandon making one attack with heatcleaver to each creatures infront of Baphomet within 15 feet and knocks the targets back 10 feet and makes them fall prone (5 ft if they are large)

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 16 (3d10) piercing damage. The target must succeed a DC25 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Description

Regional Effects

The region containing Baphomet's lair is warped by his magic, creating one or more of the following effects:

 

Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.

 

Beasts within 1 mile of the lair become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even 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 on this saving throw can't be affected by this regional effect again for 24 hours.

 

If Baphomet dies, these effects fade over the course of 1d10 days.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Baphomet can take a lair action to cause one of the following magical 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 solid stone for 1 minute or until Baphomet creates this effect again.

 

Baphomet chooses a 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 in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it.

 

Baphomet casts mirage arcane, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20.

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