REGIONAL EFFECT S
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.
Beas ts within 1 mile of the lair become frightened and
disorie nted , as though constantly under threat of be-
ing hunted, and might lash out or panic even when no
visible threat is ne arby.
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
ldlO days.
BAPHOMET
Hu
ge fiend (demon), c haotic evil
Armor Class 22 (natural armor)
Hit Points 275 (19d12 + 152)
Speed 40 ft.
STR
30 (+10)
DEX
14 (+2)
CON
26 (+8)
INT
18 (+4)
Saving Throws Dex +9, Con +15, Wis +14
Skills Intimidation +17, Perception +14
Damage Resistances cold, fire, lightnin g
WIS
24 (+7)
CHA
16 (+3)
Damage Immunities poison; bludgeoning, piercing, and
slas hing that is nonma
gical
Condition Immuniti
es charmed, exhaustion, frightened,
poisoned
Senses trueslght 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP)
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 (3dl 0) 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.
Innate Spellcast ing. Baphomet
's spellcasting ability is Cha-
risma (spell save DC
18). He can innately cast the following
spells, requiring no material components:
At will: detect magic
3/day each: dispel magic, dominate beast, hunter's mark, maze,
wall of stone
1/day: teleport
Labyrinthine Recall. Baphomet can perfectly recall any path he
has traveled, and he is immune
to the maze spell.
Legendary Resist ance (3/Day). If Baphomet fails a saving
throw,
he can choose to succeed instead.
MADNESS
OF BAPHOMET
If a creature goes mad in Baphomet's lair or within
line of s ight of the demon lord, roll on the Madness of
Baphomet tabl
e to determine the nature of the madness,
which is a c
haracter flaw that lasts until cured. See the
Dun
geon Mas ter's Guide for more on madness.
MADNESS O F BAPHOMET
d lOO
Flaw (last s until c ured)
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. O thers 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."
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 Heart-
cleaver, one with his bite, and one with his gore attack.
Heartc/eaver. Melee Weapon Attack: +17 to hit, reach 15 ft., one
target. Hit: 21 (2d10 + 10) s lashing damage.
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft.,
one target.
Hit: 19 (2d8 + 10) piercing damage.
Core. Melee Weapon Attack: +17 to hit, reach 10 ft. , one target.
Hit: 17 (2d6 + 10) piercing da mage.
Frightful Presence. Eac
h creature of Baphomet's choi ce within
120 feet of him and aware of him must s ucceed on a DC 18
Wisdom saving throw or become frightened for l minute. A
frightened creature can repeat t he saving throw at the end of
each of its turns, ending the effect on itself o n 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 ACTIONS
Baphomet
can take 3 legendary actions, choosing from the op-
tions below. Only one legendary action option 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 his turn.
He artcleaver Attack. Baphomet makes a melee attack with
Heartcleaver.
Cha rge (Cos ts 2 Actions). Baphom et moves up to his speed, ~
then makes a gore attack. ~
CHAPTER 6 I BESTIARY