Kryx RPGThemesCreatures
Baphomet

Baphomet

Huge fiend (demon)
Challenge
23

STR
10
DEX
2
CON
8
INT
3
WIS
5
CHA
6

275
19d12+152
26
Soak
3
Fort
+15
Ref
+13
Will
+12
Defense note natural armor
Damage resistances cold, fire, lightning
Damage immunities poison; bludgeoning, piercing, and slashing from attacks that aren’t cold iron
Condition immunities charmed, exhausted, frightened, poisoned

Speed 8 m.
Skills Coercion +13 (24), Insight +5 (16), Occult (Cha) +13 (24), Perception +12 (23)
Senses truesight 20 m.
Languages all, telepathy 20 m.

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.

Magic Weapons. Baphomet’s weapon attacks are magical.

Maneuvers. The baphomet uses maneuvers (maneuver save Difficulty 25). It has 33 stamina dice which are d8s, a dice limit of 8, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: charge, disorient, hamstring, lunge, slice through, spring attack, whirling blade

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.

Spellcasting. The baphomet uses Occult (Cha) to cast spells (spell save Difficulty 21, +13 to hit with spell attacks). It has 11 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

At will: detect magic

Cantrips (at will, 29th-level spellcaster): discombobulate, distract, disturb

1 mana: agonizing rebuke, confusion, dissonant whispers, hideous laughter, misdirection, teleport

2 mana: aphasia, bloodlust, dispel magic, enemies abound, incite panic, maddening darkness, maze, mind control, personality parasite, terrifying visage, wall of stone

3 mana: reality break, symbol of insanity

4 mana: feeblemind

Actions (3)

Heartcleaver (1/turn). Melee Weapon Attack: +17 to hit, reach 3 m. Hit: 21 (2d10 + 10) slashing damage.

Bite (1/turn). Melee Weapon Attack: +17 to hit, reach 2 m. Hit: 19 (2d8 + 10) piercing damage.

Gore (1/turn). Melee Weapon Attack: +17 to hit, reach 2 m. Hit: 17 (2d6 + 10) piercing damage.

Frightful Presence (1/turn). Each creature of Baphomet’s choice within 20 meters of him and aware of him must succeed on a Difficulty 21 Will 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 (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The baphomet regains spent legendary actions at the start of its turn.

Charge. Baphomet moves up to his speed, then makes a gore attack.

Heartcleaver Attack. Baphomet makes a melee attack with Heartcleaver.

Lair Actions

On initiative count 20 (losing initiative ties), the baphomet takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet creates this effect again.

  • Baphomet chooses a room within the lair that is no larger in any dimension than 20 meters. 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 dying near it.

  • Baphomet casts mirage arcane, affecting a room within the lair that is no longer in any dimension than 20 meters. The effect ends on the next initiative count 20.

Regional Effects

The region containing the baphomet's lair is warped by the baphomet’s magic, which creates one or more of the following effects:

  • Plant life within 2 kilometers of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.

  • Animals within 2 kilometers 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 a humanoid spends at least 1 hour within 2 kilometers of the lair, that creature must succeed on a Difficulty 21 Will 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 1d10 days.

mtof

Maneuvers

As an action, you can make a melee weapon attack against a creature after you move at least 4 meters straight toward it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it up to 2 meters away from you and knock it prone.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, you can make a melee weapon attack that deals slashing damage in an attempt to cripple the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, you can make a melee weapon attack and increase your reach for the attack by 1 meter. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature within your weapon’s reach must succeed on a Reflex saving throw or take slashing damage equal to the stamina die.

Enhance

You can increase the damage for each additional stamina die expended.