| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +10 |
| DEX | 16 | +3 | +11 |
| CON | 30 | +10 | +18 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +6 |
| WIS | 30 | +10 | +18 |
| CHA | 20 | +5 | +13 |
Innate Spellcasting. Baphomet's spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). Baphomet can innately cast the following spells, requiring no material components:
At Will: Detect Magic, Dispel Magic, Dominate Beast, Hunter’s Mark, Locate Animals or Plants, Maze, Speak With Animals, Summon Beast, Wall of Stone
3/Day Each: Staggering Smite, Symbol, Teleport, Thunder Step
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 Weapons. Baphomet ’s weapon attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Magic Resistance. Baphomet has advantage on saving throws against spells and other magical effects.
Regeneration. Baphomet regains 10 hit points at the start of his turn if he has at least 1 hit point.
Multiattack. Baphomet can use his Frightful Presence. He then makes four attacks: one with his Bite, one with his Fist, one with his Gore, and one with Heartcleaver.
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) Piercing damage.
Fist. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) Bludgeoning damage. On a hit, if the target is size Medium or smaller it must succeed on a DC 26 Strength saving throw. On a failed save, the target is Grappled by Baphomet’s fist. Baphomet can grapple one target at a time.
Gore. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) Piercing damage. If Baphomet moves at least 10 feet straight towards a target and hits it with a Gore attack on the same turn, the target must succeed on a DC 26 Strength saving throw. On a failed save, the target takes an extra 36 (8d8) Piercing damage and is knocked Prone. On a successful save, the target takes half damage and is not knocked Prone.
Heartcleaver. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 25 (2d12 + 12) Slashing damage. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Frightful Presence. Each creature of Baphomet's choice that is within 120 feet of Baphomet and aware of him must succeed on a DC 21 Wisdom saving throw. On a failed save, a creature is Frightened of Baphomet for one minute. A creature Frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Baphomet's Frightful Presence for the next 24 hours.
Summon Minotaurs (1/Short or Long Rest). As an action, Baphomet summons 10 (4d4) Minotaurs. A summoned Minotaur appears in an unoccupied space within 60 feet of Baphomet, acts as an ally of Baphomet, and can not summon other creatures. It remains until it dies, Baphomet dies, or until Baphomet dismisses it as an action.
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 26 Constitution saving throw. On a failed save, a creature takes 55 (10d10) Necrotic damage and is cursed with bestial bloodlust for one minute. On a successful save, a creature takes half damage and is not cursed. While cursed in this way, a creature can not see the difference between friend and foe, and attacks the closest creature it can see. A cursed creature can attempt a saving throw at the end of each of its turns, ending the curse on itself on a success.
Reckless. As a bonus action, Baphomet can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of his next turn.
Unerring Tracker (3/Short or Long Rest). As a bonus action, Baphomet magically creates a psychic link with one creature he can see. For the next hour, Baphomet knows the current distance and direction to the target if it is on the same plane of existence. The link ends if this creature is incapacitated or if it uses this ability on a different target.
Baphomet can take 5 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 each of his turns.
Attack. Baphomet makes a single attack with Heartcleaver.
Cast Spell. Baphomet cast one of his “At Will” spells from his Innate Spellcasting list.
Charge (Costs 2 Actions). Baphomet moves up to his speed without provoking opportunity attacks, then makes a single Gore attack.
Incite the Hunters (Costs 3 Actions). Baphomet unleashes a roar of adrenaline. All creatures of Baphomet’s choice within 60 feet of Baphomet that can hear the roar can immediately use their reaction to make a single weapon attack.
Description
Civilization is weakness and brutality is strength in the credo of Baphomet, Minotaur Lord, Prince of Beasts, Horned King, and the Trampler . 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 bloodthirsty desires.
Cults devoted to Baphomet use mazes and complex knots as their emblems. They create 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, a cultist of Baphomet becomes tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the cultist’s forehead. In time, a devoted cultist might transform entirely into a minotaur, which is considered the greatest gift of the Prince of Beasts.
Baphomet appears as a fearsome, 20–foot–tall minotaur with six iron horns. A fiendish 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 civilization.
Baphomet wields a great glaive called Heartcleaver. He also charges his enemies and gores them with his horns, trampling his foes into the earth and rending them with his teeth like a beast.
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 planewide labyrinth, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace is a towering structure whose interior is as labyrinthine as the plane on which it stands; it is populated by Minotaur, Goristro, and Quasit all of which appear in the Monster Manual.
Lair Actions
On initiative count 20 (losing initiative ties), Baphomet takes a lair action to cause one of the following effects: Baphomet cannot repeat an effect until they have all been used, and he cannot use the same effect two rounds in a row:
- Illusory Room. Baphomet casts the Mirage Arcane spell (spell save DC 16), targeting anywhere within his lair. This spell lasts until the start of the next lair action (initiative count 20).
- Reinforcements. Baphomet magically summons 2 (1d4) Minotaur. A summoned Minotaur appears in an unoccupied space within 60 feet of Baphomet, acts as Baphomet’s ally, and cannot summon other creatures. A summoned Minotaur remains until Baphomet dies or until he dismisses it as an action.
- Reverse Gravity. Baphomet cast the Reverse Gravity spell (spell save DC 16). Baphomet can target anywhere within his lair, he does not have to hold concentration on this spell, this spell lasts until the start of the next lair action (initiative count 20).
- 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 one minute or until Baphomet takes this lair action again.
Regional Effects
The region containing Baphomet’s lair is warped by his magic, creating one or more of the following effects:
- Beguiling Realm. Within 10 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage.
- Hedge Mazes. Plant life within 5 miles of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.
- Panicked Beasts. Beasts within 5 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 2d20 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
- 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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