Huge Fiend (Demon), Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 333 (23d12 + 186)
Speed 60 ft., Climb 60 ft., Fly 60 ft.
STR
30 (+10)
DEX
14 (+2)
CON
26 (+8)
INT
23 (+6)
WIS
24 (+7)
CHA
20 (+5)
Saving Throws DEX +9, CON +15, INT +13, WIS +14
Skills Animal Handling +14, Arcana +13, Deception +12, Insight +14, Intimidation +19, Nature +20, Perception +21, Survival +14
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120, Passive Perception 31
Languages All, Telepathy 120 ft.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Ancient Mind. Baphomet has advantage on Intelligence, Wisdom, and Charisma saving throws.

Aura of Monstrous Deformation. Each creature other than a beast, construct, fiend, or monstrosity that starts its turn within 60 feet of Baphomet of his choice, must succeed on a DC 23 Constitution saving throw or be horribly twisted with bestial deformities. While deformed, a creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. A creature can attempt a new saving throw at the end of each of its turns, ending the deformities on a success. A creature that fails three consecutive saving throws is permanently deformed and has its creature type changed to a beast. The deformities can be removed with a Greater Restoration or similar magic cast at 7th level or higher. If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet's Aura for the next 24 hours.

King of Beasts. Baphomet has advantage on attack rolls, saving throws and Charisma and Wisdom (Insight) checks towards beasts and monstrosities. While beasts and monstrosities have disadvantage on attack rolls and saving throws against Baphomet. Beasts and monstrosities of CR 14 or lower are unwilling to attack Baphomet and obey his orders unquestionably, even if they are influenced by magic.

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.

Lord of Minotaurs. Each Minotaur within 120 feet of Baphomet of his choice have advantage on attack rolls, saving throws, and can't be charmed or frightened. In addition, If Baphomet isn't incapacitated, any other creature with the Reckless trait of his choice can make an additional attack as a bonus action as long as they are within 120 feet of Baphomet.

Magic Resistance. Baphomet has advantage on saving throws against spells and other magical effects.

Magic Weapons. 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.

Siege Monster. Baphomet deals double damage to objects and structures.

Actions

Multiattack. Baphomet makes one Bite attack, one Gore attack, and one Heartcleaver attack. He also uses Frightful Presence. He can replace one attack with one use of Spellcasting.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a creature, it is Grappled (escape DC 25). While a creature is Grappled this way, it is Restrained, and Baphomet can’t Bite another target.

Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage. If Baphomet moved at least 10 feet straight toward the target immediately before the hit, 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 30 feet away and knocked Prone.

Heartcleaver. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 34 (6d6 + 13) slashing damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction can only be removed by Greater Restoration or similar magic cast at 7th level or higher. The target dies if its hit point maximum is reduced to 0. If the target has at least one head and Baphomet rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 27 (6d8) slashing damage from the hit.

Frightful Presence. Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a DC 22 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. If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet's Frightful Presence for the next 24 hours.

Spellcasting. Baphomet casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks):

At will: Awaken (as an action), Detect Magic, Dominate Beast, Locate Creature, Major Image, Pass without Trace, Polymorph, Speak with Animals

3/day each: Commune with Nature (as an action), Dispel Magic, Earthquake, Find the Path (as an action), Greater Restoration, Maze, Mental Prison, Mirage Arcane (as an action), Scrying (as an action), Symbol (as an action), Telekinesis, Wall of Stone

1/day each: Teleport, True Polymorph

Summon Minotaurs (1/Day). Baphomet summons 12 (5d4) Minotaurs to appear in unoccupied spaces of his choice within 600 feet of him that he can see. The minotaurs roll initiative when they appear. They act as Baphomet’s allies and obey all his commands. They remain until they die or Baphomet uses a bonus action to dismiss any or all of them.

Unholy Breath of Savagery (Recharge 5-6). Baphomet breathes a 90-foot cone of cursed unholy water, infused with negative energy. Each creature in the cone must succeed on a DC 23 Constitution saving throw. On a failed save, a creature takes 66 (12d10) necrotic damage and is cursed with bestial bloodlust for 1 minute. While cursed, a creature can't see the difference between friend and foe, and attacks the closest creature it can see. A creature can attempt a saving throw at the end of each of its turns, ending the curse on itself on a success. On a successful save, a creature takes half as much damage and is not cursed.

Legendary Actions

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.

Heartcleaver. Baphomet makes one Heartcleaver attack.

Spellcasting. Baphomet uses Spellcasting.

Charge (Costs 2 Actions). Baphomet moves up to his speed without provoking opportunity attacks, then makes one Gore attack.

Devastating Cleave (Costs 2 Actions). Baphomet swings Heartcleaver with blind rage. Each creature within 30 feet of Baphomet, must succeed on a DC 25 Strength saving throw. On a failed save, a creature takes 35 (10d6) slashing damage, is pushed up to 10 feet away from Baphomet and is knocked Prone. On a successful save, a creature takes half as much damage and is not pushed nor knocked Prone.

Description

Physical Description.
"The towering 20 foot tall demonic minotaur has great black fur, covered with dried bloodstains all over its massive body. It has six iron horns curved downwards and outwards, looking like a twisted crown. An abyssal light burns in its blood red eyes, which are filled with bestial bloodlust and cruel cunning. The mere sight of the abyssal behemoth fills you with dread, as your heart beats faster and faster. In its twisted malformed hands it weilds a massive black glaive that emanates black unholy magic, seeking your death."

Baphomet.
Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most savage desires.

Cults.
Cults devoted to Baphomet use mazes and complex knots as their emblems, creating secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and brass decorate their profane altars. 

Over time, Baphomet's cultists become tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the forehead. In time, a devoted cultist might transform entirely into a minotaur—considered the greatest gift of the Prince of Beasts.

Physical Appearance.

Baphomet appears as a great, black-furred minotaur, 20 feet tall with six iron horns. An infernal light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all of civilization.

Baphomet wields a great glaive called Heartcleaver. He sometimes casts this deadly weapon aside so that he can charge his enemies and gore them with his horns, trampling them into the earth and rending them with his teeth like a beast.

Heartcleaver

Weapon (glaive), artifact (requires attunement)

The mighty Heartcleaver is the personal weapon of the demon lord Baphomet, lord of beasts and minotaurs. Heartcleaver is a massive, blood-stained, great, black, adamantine glaive that contains immense abyssal power. It was carved from the crystalized heart of a tarrasque, which was forged in the most powerful abyssal forge, and imbued with a small part of Baphomet’s essence. Heartcleaver is never far away from it’s master, though Baphomet might sometimes decide to allow a particular champion borrow it for a while. Baphomet’s bond with Heartcleaver is so strong that at any time, Baphomet can make the glaive teleport to his hand, even if Heartcleaver is attuned to a different creature.

Attunement. Any creature besides Baphomet or one of his servants that tries to attune to the glaive must make a DC 18 Constitution saving throw. On a successful save, the creature takes 45 (10d8) psychic damage. On a failed save, the creature undergoes a horrible and painful transformation that turns it into a armanite who’s goal is to protect Heartcleaver and serve Baphomet. Only by killing the minotaur and casting either True Resurrection or Wish upon its body can the creature be transformed back into it’s true self.

Command Beasts. You can cast Dominate Beast (3/Day) and Speak with Animals at will. In addition, you have advantage on any animal handling checks towards beasts. Baphomet can cast Dominate Beast at will instead of (3/Day) and he keeps the spells granted to him by Heartcleaver, even if he is not attuned to it.

Magic Weapon. You gain a +3 bonus to attack and damage rolls made with this adamantine weapon. Heartcleaver functions like a glaive, exept it deals (2d6) damage instead of (1d10) and functions similar to a Vorpal sword.

Random Properties
Heartcleaver has the following random properties:

1 minor beneficial property
1 major beneficial property
1 minor detrimental property
1 major detrimental property
Detrimental properties are ignored by Baphomet.

Rend Body and Soul. Whenever you deal damage to a creature with Heartcleaver, if the target is a creature, it must succeed on a DC 18 Constitution save or its hit point maximum reduced by an amount equal to the damage taken. This reduction can only be removed by Greater Restoration or similar magic cast at 7th level or higher. The target dies if its hit point maximum is reduced to 0.

Destruction. Since Baphomet’s essence has been used to create Heartcleaver, destroying the mighty weapon is nigh impossible. The only way to destroy the weapon is to permanently destroy the lord of minotaurs himself. If Baphomet is permanently killed, the glaive disappears in a burst of flame.

Lair and Lair Actions

Baphomet's Lair

Baphomet's 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 labyrinth, 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 Minotaurs, Goristros, and Quasits.

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:

Illusory Room. Baphomet casts Mirage Arcane without expending a use of Spellcasting, 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.

Reverse Gravity. 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.

Seal the Way. 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. 

Regional Effects

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

Hedge Mazes. Plant life within 10 miles of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.

Madness of Baphomet. If a humanoid spends at least 1 hour within 6 miles of the lair, that creature must succeed on a DC 22 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.

Panicked Beasts. Beasts within 10 miles 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 Baphomet dies, these effects fade over the course of 1d10 days.

Madness of Baphomet.

If a creature goes mad in Baphomet's lair or within line of sight of the demon lord, roll on the Madness of Baphomet table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.

Madness of Baphomet
d100 Flaw (lasts until cured)
01-20 "My anger consumes me. I can't 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."
81-00 "I see those who oppose me not as people, but as beasts meant to be preyed upon."

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Monster Tags: NPCDemonDemon Lordfiend

DragOOn1888

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