Huge Fiend (Demon), Chaotic Evil
AC 22    Initiative +19 (29)
HP 435 (30d12 + 240)
Speed 50 ft.
Mod Save
STR 30 +10 +10
DEX 20 +5 +12
CON 26 +8 +8
Mod Save
INT 22 +6 +6
WIS 24 +7 +14
CHA 20 +5 +5
Skills Insight +14, Intimidation +19, Nature +13, Perception +21, Survival +21
Resistances Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing
Senses Truesight 120 ft.; Passive Perception 31
Languages All, Telepathy 120 ft.
CR 23 (XP 50,000; PB +7)
Traits

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 Endless Maze.

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.

Actions

Multiattack. Baphomet makes one Brutal Gore attack and two Heartcleaver attacks.

Brutal Gore. Melee Attack Roll: +17, reach 10 ft. Hit: 43 (6d10 + 10) Piercing damage. If the target is a Huge or smaller creature, it is pushed up to 30 feet straight away from Baphomet and has the Prone condition.

Heartcleaver. Melee Attack Roll: +17 to hit, reach 15 ft. Hit: 26 (3d10 + 10) Force damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.

Spellcasting. Baphomet casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 22):

At Will: Dispel Magic, Dominate Beast (level 7 version), Maze, Wall of Stone

1/Day: Teleport

Bonus Actions

Charge. Baphomet moves up to half his Speed straight toward an enemy he can see.

Incite Frenzy (Recharge 5–6). Wisdom Saving Throw: DC 22, each creature in a 20-foot-radius Sphere centered on a point Baphomet can see within 120 feet. Failure: The target must take its Reaction to make one melee attack roll against a random creature within reach, other than Baphomet or itself. If no creatures are within reach, it makes one ranged attack roll against a random creature within range, other than Baphomet or itself, throwing its weapon if necessary. This attack roll is made with Advantage and gains a +7 bonus to the damage roll.

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.

Bestial Curse. Charisma Saving Throw: DC 22, one creature Baphomet can see within 120 feet. Failure: 28 (8d6) Psychic damage, and the target gains 1 Exhaustion level. Success: Half damage only. Failure or Success: Baphomet can't take this action again until the start of his next turn.

Frightful Presence. Baphomet casts Fear, using the same spellcasting ability as Spellcasting. Baphomet can't take this action again until the start of his next turn.

Savage Cleave. Baphomet moves up to half his Speed, and he makes one Heartcleaver attack.

Description

This stat block depicts a modified Baphomet in the 2024 style.

Previous Versions

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Monster Tags: DemonDemon Lordfiend

Habitat: Planar (Abyss)

Treasure:  Any ,  Individual

DragOOn1888

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