Baphomet

Huge fiend (demon), Chaotic Evil

Armor Class22 (natural armor)
Hit Points319 (22d12 + 176)
Speed40 ft.
STRDEXCONINTWISCHA
30 (+10) 14 (+2) 26 (+8) 18 (+4) 24 (+7) 16 (+3)
Saving ThrowsCon +15, Dex +9, Wis +14
SkillsIntimidation +17, Perception +14
Damage Vulnerabilities—
Damage Resistancescold; fire; lightning
Damage Immunitiespoison; bludgeoning, piercing, slashing that is nonmagical
Condition Immunitiescharmed; exhaustion; frightened; poisoned
Sensestruesight 120 ft., passive Perception 24
Languagesall, telepathy 120 ft.
Challenge23

Traits

Labyrinthine Recall.

Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell.

Legendary Resistance (3/Day).

If Baphomet fails a saving throw, he can choose to succeed instead.

Magic Resistance.

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

Actions

Multiattack.

Baphomet makes one Bite attack, one Gore attack, and one Heartcleaver attack. He also uses Frightful Presence.

Bite.

Melee Attack Roll: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage.

Gore.

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.

Heartcleaver.

Melee Attack Roll: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) force damage.

Frightful Presence.

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.

Legendary Actions

Heartcleaver Attack.

Baphomet makes one Heartcleaver attack.

Charge (Costs 2 Actions).

Baphomet moves up to his speed without provoking opportunity attack, then makes a Gore attack.

Spellcasting

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