Stalker of Baphomet

Huge fiend (demon), typically chaotic evil

Armor Class

17 (natural armor)

Hit Points

200 (16d12 + 96)

Speed

40 ft.

Saves

wis +7, dex +7

Skills

stealth +11, athletics +15, perception +7

Condition Immunities

charmed, frightened

Senses

darkvision 120 ft.

Languages

Abyssal, Giant

Challenge

12

Proficiency Bonus

+4

Labyrinthine Recall

The stalker can perfectly recall any path it has traveled.

Magic Resistance

The stalker has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The stalker makes two Glaive attacks or two Rock attacks.

Glaive

Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) slashing damage plus 9 (2d8) force damage.

Rock

Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or have the prone condition. After the stalker throws the rock, roll a d6; on a roll of 3 or lower, the stalker has no more rocks to throw.

Erupting Horns (Recharge 5-6)

The stalker causes the earth to churn at a point on the ground it can see within 60 feet of itself. Six horn-shaped stones erupt in a 30-foot-radius, 30-foot-high cylinder centered on that point and then crumble to dust. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 33 (6d10) piercing damage and is pushed up to 30 feet upward and then falls. On a successful save, a creature takes half as much damage only.

Spellcasting

The stalker casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15): • 1/Day each: meld into stone, stone shape, wall of stone