Huge Fiend (Demon), Chaotic Evil
AC 22 Natural Armor    Initiative +9 (19)
HP 319 (22d12 + 176)
Speed 40 ft.
Mod Save
STR 30 +10 +10
DEX 14 +2 +2
CON 26 +8 +8
Mod Save
INT 18 +4 +4
WIS 24 +7 +7
CHA 16 +3 +3
Skills Intimidation +17, Perception +14
Resistances Cold, Fire, Lightning
Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 24
Languages All, Telepathy 120 ft.
CR 23 (XP 50,000, or 62,000 in lair; PB +7)
Traits

Legendary Resistance (4/Day, or 5/Day in Lair). 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 Restoration. If Baphomet dies outside the Abyss, his body dissolves into ichor, and he gains a new body instantly, reviving with all his Hit Points somewhere in the Abyss.

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

Actions

Multiattack. Baphomet makes three Heartcleaver or Rend attacks in any combination, and uses Frightful Presence.

Rend. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) piercing damage. If Baphomet moved at least 10 feet straight toward the target before the hit, the attack deals an extra 16 (3d10) piercing damage. The target must also succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Heartcleaver. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) force damage. The target must make a DC 25 Constitution saving throw or have its hit point maximum reduced by 1d6 until it finishes a long rest. The target dies if this reduces its maximum HP to 0.

Frightful Presence. Each creature of Baphomet's choice within 120 feet that can see him must make a DC 18 Wisdom saving throw or be frightened for 1 minute. A frightened creature repeats the save at the end of its turns, with disadvantage if it sees Baphomet. On a success, the effect ends. A creature that succeeds or recovers is immune for 24 hours.

Spellcasting. Baphomet casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18, +8 to hit with spell attacks):

At will. dispel magic, maze, wall of stone

1/day. Dominate beast (Level 6 version), Teleport

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, Baphomet can expend a use to take one of the following actions. Baphomet  regains all expended uses at the start of each of his turns.

Charge. Baphomet moves up to his speed without provoking opportunity attacks, then makes a Rend attack.

Illusory Labyrinth (1/Round). Baphomet casts Mirage Arcane, creating a labyrinth in an area he can see, no larger than 100 feet in any dimension. The effect lasts until the end of his next turn.

Reverse Gravity (Recharge 5-6). As a legendary action, Baphomet targets an area he can see, up to 100 feet in any dimension. Until the end of his next turn, gravity reverses in that space. Creatures and objects fall toward the new gravitational pull unless they have a means to remain aloft. Baphomet is unaffected by this reversal and often uses it to reposition himself for an advantage.

 

 

Description

Civilization is weakness and brutality is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. 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 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 minotaurs, goristros, and quasits.

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

Beguiling Realm. Within 1 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage.

Twisting Wilds. Within 1 mile of the lair, plant life grows into dense, maze-like formations of trees and hedges. Beasts in the area become disoriented and skittish, as if sensing an unseen predator, often lashing out or fleeing without clear cause.

Monster Tags: Demon Lord

Habitat: Planar (Abyss)

Treasure:  Armaments

Baedroch

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