REGIONAL EFFECT SThe 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 andforms walls of trees , hedges, and other flora in theform of small mazes.Beas ts within 1 mile of the lair become frightened anddisorie nted , as though constantly under threat of be-ing hunted, and might lash out or panic even when novisible threat is ne arby.If a humanoid spends at least 1 hour within
1 mileof the lair, that creature must succeed
on a DC 18Wisdom saving throw or descend
into a madnessdetermined by the Madness of Baphomet table. Acreature that succeeds on this saving throw can't beaffected 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 evilArmor Class 22 (natural armor)Hit Points 275 (19d12 + 152)Speed 40 ft.STR30 (+10)DEX14 (+2)CON26 (+8)INT18 (+4)Saving Throws Dex +9, Con +15, Wis +14Skills Intimidation +17, Perception +14Damage Resistances cold, fire, lightnin gWIS24 (+7)CHA16 (+3)Damage Immunities poison; bludgeoning, piercing, andslas hing that is nonma
gicalCondition Immuniti
es charmed, exhaustion, frightened,poisonedSenses trueslght 120 ft., passive Perception 24Languages all, telepathy 120 ft.Challenge 23 (50,000 XP)Charge. If Baphomet moves at least 10 feet straight toward atarget and then hits
it with a gore attack on the same turn, thetarget takes an
extra 16 (3dl 0) piercing damage. If the target isa creature, it must succeed on a DC 25 Strength saving throwor 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 followingspells, requiring no material components:At will: detect magic3/day each: dispel magic, dominate beast, hunter's mark, maze,wall of stone1/day: teleportLabyrinthine Recall. Baphomet can perfectly recall any path hehas 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 BAPHOMETIf a creature goes mad in Baphomet's lair or within
line of s ight of the demon lord, roll on the Madness ofBaphomet tabl
e to determine the nature of the madness,which is a c
haracter flaw that lasts until cured. See theDun
geon Mas ter's Guide for more on madness.MADNESS O F BAPHOMETd lOO
Flaw (last s until c ured)01 - 20 "My
anger consumes me. I can't be reasoned withwhen
my rage has been stoked."21 - 40 "I degenerate into beastly behavior, seeming morelike a wild animal than a thinking being."41- 60 "The world
is my hunting ground. O thers are myprey."61 - 80 "Hate comes easily to me and explodes into rage."81 - 00 " I see those who oppose me not as people, but asbeasts meant to be preyed upon."Magic Resistance. Baphomet has advantage on saving
throwsagainst spells and other magical effects.Magic Weapons. Baphomet's weapon attacks are magical.Reckless. At the start of his turn, Baphomet can gain advantageon all melee weapon attack
rolls during that turn, but attackrolls against him have advantage until the start of his next turn.ACTIONSMultiattack.
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., onetarget. 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 within120 feet of him and aware of him must s ucceed on a DC 18Wisdom saving throw or become frightened for l minute. Afrightened creature can repeat t he saving throw at the end ofeach of its turns, ending the effect on itself o n a success. Theselater saves have disadvantage if Baphomet is within line ofsight of the creature.If a creature succeeds on any of these
saves or the effect endson it, the creature is immune to Baphomet's Frightful Presencefor the next 24 hours.LEGENDARY ACTIONSBaphomet
can take 3 legendary actions, choosing from the op-tions below. Only one legendary action option can be used at atime and only at the end of another creature's turn. Baphometregains spent legendary actions at the start of his turn.He artcleaver Attack. Baphomet makes a melee attack withHeartcleaver.Cha rge (Cos ts 2 Actions). Baphom et moves up to his speed, ~
then makes a gore attack. ~
CHAPTER 6 I BESTIARY