22 (natural armor)
275 (19d12+152)
walk 40 ft.
Dex +9, Con +15, Wis +14
Intimidation +17, Perception +14
cold, fire, lightning
poison; bludgeoning, piercing, slashing from nonmagical attacks
charmed, exhaustion, frightened, poisoned
truesight 120 ft.
all, telepathy 120 ft.
23
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.
Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell.
If Baphomet fails a saving throw, he can choose to succeed instead.
Baphomet has advantage on saving throws against spells and other magical effects.
Baphomet's weapon attacks are magical.
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.
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
Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.
Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage.
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage.
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) piercing damage.
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.
Baphomet can take 2 legendary actions, choosing from the options below. Only one legendary action 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 its turn.
Baphomet makes a melee attack with Heartcleaver.
Baphomet moves up to his speed, then makes a gore attack.
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.
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.
22 (natural armor)
319 (22d12 + 176)
walk 40 ft.
Dex +9, Con +15, Wis +14
Intimidation +17, Perception +14
cold, fire, lightning
poison; bludgeoning, piercing, and slashing that is nonmagical
charmed, exhaustion, frightened, poisoned
truesight 120 ft.
all, telepathy 120 ft.
23
+7
Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell.
If Baphomet fails a saving throw, he can choose to succeed instead.
Baphomet has advantage on saving throws against spells and other magical effects.
Baphomet makes one Bite attack, one Gore attack, and one Heartcleaver attack. He also uses Frightful Presence.
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage.
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) piercing damage. If Baphomet moved at least 10 feet straight toward the target immediately before the hit, 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.
Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) force damage.
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.
Baphomet casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): • 3/Day each: dispel magic, dominate beast, maze, wall of stone • 1/Day: teleport
On initiative count 20 (losing initiative ties), Baphomet can take one of the following lair actions; he can't take the same lair action two rounds in a row: Illusory Room. 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. Charisma is Baphomet's spellcasting ability for this spell. 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 takes this lair action again.
Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action 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 its turn.
Baphomet makes one Heartcleaver attack.
Baphomet moves up to his speed without provoking opportunity attacks, then makes a Gore attack.