Huge fiend (demon), Chaotic Evil
| Armor Class | 22 (natural armor) |
|---|---|
| Hit Points | 319 (22d12 + 176) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 (+10) | 14 (+2) | 26 (+8) | 18 (+4) | 24 (+7) | 16 (+3) |
| Saving Throws | Con +15, Dex +9, Wis +14 |
|---|---|
| Skills | Intimidation +17, Perception +14 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning |
| Damage Immunities | poison; bludgeoning, piercing, slashing that is nonmagical |
| Condition Immunities | charmed; exhaustion; frightened; poisoned |
| Senses | truesight 120 ft., passive Perception 24 |
| Languages | all, telepathy 120 ft. |
| Challenge | 23 |
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 Attack Roll: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage.
Melee Attack Roll: +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 Attack Roll: +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 makes one Heartcleaver attack.
Baphomet moves up to his speed without provoking opportunity attack, then makes a Gore attack.
Baphomet casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
1/day: teleport
3 each/day: dispel magic, dominate beast, maze, wall of stone
Huge fiend (demon), Chaotic Evil
| Armor Class | 22 (natural armor) |
|---|---|
| Hit Points | 275 (19d12 + 152) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 (+10) | 14 (+2) | 26 (+8) | 18 (+4) | 24 (+7) | 16 (+3) |
| Saving Throws | Con +15, Dex +9, Wis +14 |
|---|---|
| Skills | Intimidation +17, Perception +14 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; lightning |
| Damage Immunities | poison; bludgeoning, piercing, slashing that is nonmagical |
| Condition Immunities | charmed; exhaustion; frightened; poisoned |
| Senses | truesight 120 ft., passive Perception 24 |
| Languages | all, telepathy 120 ft. |
| Challenge | 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 makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.
Melee Attack Roll: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage.
Melee Attack Roll: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage.
Melee Attack Roll: +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 makes a melee attack with Heartcleaver.
Baphomet moves up to his speed, then makes a gore attack.
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 each/day: dispel magic, dominate beast, hunter's mark, maze, wall of stone