Legendary Resistance (3/Day). If Baphomet fails a saving throw, he can choose to succeed instead.
Increasing Brutality. Whenever Baphomet loses 20% of his total health rounded up, his weapon attacks deal an additional die of damage until the end of combat.
Innate Spellcasting. Baphomet's spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). Baphomet can innately cast the following spells, requiring no components:
At will: destructive wave
3/each day: steel wind strike, maze
1/each day: antimagic field, earthquake
Magic Resistance. Baphomet has advantage on saving throws against spells and other magical effects.
Exhausted Regeneration. As long as Baphomet is not raging, he can regain 100 hit points at the start of his turn. If he does, he cannot move or take any actions until his next turn.
Multiattack. Baphomet makes three Heartcleaver attacks, and then uses Violent Betrayal.
Heartcleaver. Melee Weapon Attack: +15 to hit, reach 15 ft. Hit: 3d12 + 10 slashing damage, and the creature's hit point maximum is reduced by the amount of slashing damage dealt.
Savage Cleave. Baphomet makes melee attacks against any number of creatures within 10 feet of him, with a separate attack roll for each target.
Violent Betrayal. A creature within 30 feet of Baphomet must succeed on a DC 20 Wisdom saving throw or be charmed by him until the end of their next turn. A creature charmed by him in this way must use its action to harm a creature who started combat as its ally.
Abyssal Rage. As a bonus action, Baphomet can enter a demonic state of wrath that increases his strength while driving his enemies mad with uncontrollable anger. He gains the benefits of the Rage feature from the barbarian class, with the damage bonus being +3, until the end of combat or by the normal ways rage ends. When he enters rage, enemy creatures within 30 feet that can see him must make a DC 20 Wisdom saving throw or be charmed by him until the rage ends. As long as a creature is charmed by Baphomet in this way, it sees all creatures as enemies. A creature charmed by him can make the saving throw again at the end of its turn, ending the effect on a success.
Gorged on Death. Whenever a creature dies within reach of Baphomet, he can use his reaction to immediately grab and eat them, regaining hit points equal to the number of hit dice of the dead creature. If the creature's body stays inside his mouth for 3 rounds, the body will be torn apart and obliterated.
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 creature's turn. Baphomet regains spent legendary actions at the start of his turn.
Attack. Baphomet makes two Heartcleaver attacks.
Destructive Wave (Costs 2 Actions). Juiblex casts destructive wave.
Reckless Madness (Costs 2 Actions). A creature Baphomet can see within 15 feet of him is enraged. The target is enraged and driven to be reckless, and makes all attacks until the end of its next turn with advantage, but all attacks against it until then have advantage as well.
Phase 1 - 1000
Baphomet begins its attack on the party, swinging wildly and viciously.
Blood Field. Baphomet soaks the ground in a 30-foot radius around him with the blood of the fallen, drawing in any who stand in it towards him, moving with him. A creature that starts its turn in the blood field must succeed on a DC 20 Strength saving throw or be moved 15 feet towards Baphomet.
Call Soldier (Costs 2 Actions). Baphomet calls upon one of his armies' minions to aid him, bringing an armanite or 2 tanarukks into unoccupied spaces within 5 feet of him. If there are no unoccupied spaces, Baphomet will not use this legendary action.
Phase 2 - 750
Baphomet begins manipulating the battlefield and its fallen bodies to his advantage.
Blood Field now acts as difficult terrain, and Call Soldier can be used in any space with a corpse in it.
Corpse Explosion (Costs 2 Actions). Baphomet channels his wrath and causes 1d4 corpses he can see within 30 feet to explode with gore and bone. Each creature within 10 feet of a chosen corpse must make a DC 20 Dexterity saving throw. On a failed save, a creature takes 8d8 piercing damage, or half as much on a successful save.
Phase 3 - 500
Baphomet now uses the anger of his enemies for their own destruction.
Corpse Explosion now costs 1 legendary action, and Blood Field now extends 60 feet out.
Wrath's Wasting (Costs 2 Actions). A creature charmed by Baphomet or affected by Reckless Madness within 30 feet of him must succeed on a DC 20 Constitution saving throw or be unable to take actions on their next turn.
Phase 4 - 250
Baphomet's endless savagery and viciousness now drives the whole battlefield near to complete madness. When Baphomet enters this phase, each creature within 120 feet has advantage against each other creature in combat until combat ends.
Horror of War (Costs 3 Actions). Any creature who has dealt damage to a creature who started out as its ally in combat must make a DC 20 Wisdom saving throw. On a failure, it takes 12d12 psychic damage, falls prone, and is stunned until the end of its next turn. On a success, it takes half as much damage.
Description
Baphomet, the Savage Conqueror is the true power of the Demon Prince of Savagery. In his most violent state, Baphomet is overwhelming and catastrophic in his brutality, as his massive glaive Heartcleaver carves through entire armies.
This is a more difficult version of Baphomet, intended for high-power games.
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