THE SHARED REFERENCE Adventurer

Monster

Baphomet

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Official reference · MTF · 2014

Creature type
Fiend
Size
Huge
Armor class
22 (natural armor)
Hit points
275 (19d12 + 152)
Speed
Walk 40 ft.
Challenge rating
23
Alignment
Chaotic Evil
Strength
30
Dexterity
14
Constitution
26
Intelligence
18
Wisdom
24
Charisma
16
Passive Perception
24
Saving Throws
dex: +9; con: +15; wis: +14
Skills
intimidation: +17; perception: +14
Senses
truesight 120 ft.
Languages
all, telepathy 120 ft.
Resistances
cold, fire, lightning
Immunities
poison, immune: bludgeoning, piercing, slashing; note: that is nonmagical; cond: True
Condition Immunities
charmed, exhaustion, frightened, poisoned

Traits

Charge

If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone.

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 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.

Actions

Multiattack

Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.

Heartcleaver

Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage.

Bite

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage.

Gore

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) piercing damage.

Frightful Presence

Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a DC 18 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.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Heartcleaver Attack

Baphomet makes a melee attack with Heartcleaver.

Charge (Costs 2 Actions)

Baphomet moves up to his speed, then makes a gore attack.

Innate Spellcasting

Baphomet's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:

At will: detect magic

1/day: teleport

3/day each: dispel magic, dominate beast, hunter's mark, maze, wall of stone

Lair actions

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:

  • 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.
  • 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.
  • Baphomet casts mirage arcane, 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.

Regional effects

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

  • Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.
  • Beasts within 1 mile 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 a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 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.

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

d100Flaw (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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