Remove these ads. Join the Worldbuilders Guild

Homebrew/(MPMM 58)

Baphomet, Prince of Beasts CR: 23

Huge fiend (demon), chaotic evil
Armor Class: 18 (natural armor)
Hit Points: 522 36d12+288
Speed: 40 ft

STR

30 +10

DEX

14 +2

CON

26 +8

INT

18 +4

WIS

24 +7

CHA

16 +3

Saving Throws: Con
Skills: Intimidation +17, Perception +14
Damage Resistances: Cold, Fire, Lightning
Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing that is nonmagical
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Truesight 120 ft., Passive Perception 24
Languages: all, telepathy 120 ft.
Challenge Rating: 23 ( 50000 XP)
Proficiency Bonus: +7
token-baphomet.png

Hear Name. Baphomet hears his name when spoken, regardless of distance or planar boundaries. If a creature speaks the name “Baphomet” aloud thrice within 1 minute (hereafter "the caller"), Baphomet learns the caller's name and precise location. He can also perceive through the speaker's senses for up to 60 rounds (10 minutes) while remaining aware of his surroundings. For the purposes of Labyrinthine Recall, any path observed through this connection counts as a path Baphomet has traveled. The connection ends early if voluntarily closed by Baphomet, requiring no action. Once per long rest, Baphomet can grant the caller his Reckless Follow-through ability. The caller has access to Reckless Follow-through for 1d4 hours, during which time the caller is unable to declare any attack non-lethal. When the Reckless Follow-through duration expires, the caller rolls or chooses a trait from the Madness of Baphomet table (MTF p 143), which is a character flaw that lasts until cured.

Bestial Juggernaut. Baphomet’s movement is unaffected by difficult terrain, and spells and othis magical effects can neithis reduce his speed nor cause him to be paralyzed or restrained.

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 othis magical effects.

Reckless Follow-through. At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn. If he misses with an attack this turn, he is Stunned until the beginning of his next turn.

Actions

Multiattack. Baphomet uses Frightful Presence, then he makes three attacks, one of which may be with Gore. If Baphomet has fewer than half his of his maximum hit points remaining, he may replace any of his attacks with a Gore attack.

 

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.

Desecration Breath (Recharge 5-6). Baphomet disgorges a torrent of unholy, bilious water in a 90 ft cone. Each creature in the area must make a DC 23 Constitution saving throw, taking poison plus necrotic damage on a failed save, or half as much damage on a successful one. The area becomes desecrated for the next hour. All non-evil creatures that start their turn in the area take 2d6 psychic damage.

Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (3d10 + 10) 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. If Baphomet moved at least 10 feet straight toward the target immediately before the hit, the target takes an extra 16 (3d10) piercing damage.

Hooves. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. The attack deals an additional (10) 2d10 bludgeoning damage to a prone creature.

Heartcleaver. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage. On a critical hit the target suffers an additional effect determined by the result of a 1d8 roll:

1. Decapitate. The target must succeed on a DC 18 Constitution saving throw or Baphomet cuts off the target's head. The target dies if it can't survive without the lost head. A creature that doesn't have or need a head, or has legendary actions, instead takes an extra 27 (6d8) slashing damage.

2-4. Curse of Brutality. The target must succeed on a DC 18 Charisma saving throw or be cursed. while cursed, a creature's appearance becomes partially bestial, and the creature cannot cast spells of 5th level or higher.

5-7. Crush Bones. The target must succeed on a DC 18 Constitution saving throw or suffer disadvantage on attack rolls and saving throws that use Strength until it completes a long rest.

8. Cleave Limb. The target must succeed on a DC 18 Dexterity saving throw or lose a limb (target's choice)

Bonus Actions

Uncertain Paths. Baphomet seals or opens one doorway or other entryway within within 120 feet of him that he can see. The opening must be unoccupied. Baphomet does not need line of sight to the doorway or entryway if he is within his lair. A sealed doorway is filled with solid stone for 1 minute or until Baphomet takes this bonus action again.

Reactions

Bloodied Bellow. As a reaction to being reduced below 262 hit points, Baphomet bellows in anquish. Each creature other than Baphomet within 60 feet that can hear him must make a DC 23 Constitution saving throw. A creature takes 36 (8d8) thunder damage on a failure and becomes Frightened of Baphomet until the end of its next turn. On a successful save or behind total cover, a creature takes half as much damage and is not Frightened.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, Baphomet can expend a use to take one of the following actions. Baphomet regains all expended uses at the start of each of their turns.

 

Heartcleaver Attack. Baphomet makes a melee attack with Heartcleaver. When he is reduced to half his hit points, he may use a Hooves attack instead.

Plummet. One flying creature that Baphomet can see within 120 feet of him must succeed on a DC 18 Strength saving throw or fall prone. If the creature would take falling damage as a result of this, the falling damage is doubled.

Charge (Costs 2 Actions). Baphomet moves up to his speed without provoking opportunity attacks, then makes a gore attack.

Lair Actions

On initiative count 20 (losing initiative ties), Baphomet can take one of the following lair actions; he can't take the same lair action two rounds in a row:

 

Illusory Room. Baphomet casts mirage arcane, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20. Charisma is Baphomet's spellcasting ability for this spell.

Raise Labyrinth. Baphomet raises a 2 foot thick wall of stone comprised of two contiguous 20 ft by 20ft panels from the ground. The walls are objects made of stone that can be damaged (AC 10, 30 HP per 5 x 5 ft segment, immunity to poison and psychic damage). The walls crumble if Baphomet moves through it.

Reverse Gravity. Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it.

Regional Effects

The region containing Baphomet's lair is warped by his magic, creating one or more of the following effects:

 

Hedge Mazes. 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.

Panicked Beasts. Beasts within 1 mile of the lair become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby.

 

If Baphomet dies, these effects fade over the course of 1d10 days.

Usual Tactics

Baphomet revels in bloodshed but approaches it with the caution of a hunter. In the early stages of a battle, he kites around his foes. He uses gore to knock creatures prone, then fishes for critical hits with Heartcleaver. He uses Raise Labyrinth to separate the nimble from the slow, sealing foes in ever more complex, winding paths and punishing those who attempt to fly overhead with Plummet.

The Prince of Beasts uses Desecration Breath only when he can catch at least three foes in it, ideally once an arena has been created that traps enemies in the desecrated area. After being bloodied, Baphomet tosses Heartcleaver aside and focuses on raw damage with Gore and Hooves.

Baphomet preferentially targets any foe that causes him to make a mental saving throw.


Created by

ArtingStarvist.

Statblock Type

Monster

Link/Embed