Kryx RPGThemesMonsters

Baphomet

Huge fiend (demon)
Challenge
23 (50,000 XP)

STR
10
DEX
2
CON
8
INT
4
WIS
7
CHA
3

275
19d12+152
22
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 nonmagical attacks
Condition immunities charmed, exhausted, frightened, poisoned

Speed 12 m.
Senses truesight 35 m., passive Perception 24
Skills Coercion +13, Perception +14
Languages all, telepathy 35 m.

Innate Spellcasting. Baphomet’s spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells:

At will: detect magic

3/day each: dispel magic, maze, mind control, wall of stone

1/day: distant teleport

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 DC 25). It has 65 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, and knows the following maneuvers:

1 stamina die: charge, spring attack

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.

Actions

Multiattack. Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.

Heartcleaver. Melee Weapon Attack: +17 to hit, reach 4.5 m. Hit: 21 (2d10 + 10) slashing damage.

Bite. Melee Weapon Attack: +17 to hit, reach 3 m. Hit: 19 (2d8 + 10) piercing damage.

Gore. Melee Weapon Attack: +17 to hit, reach 3 m. Hit: 17 (2d6 + 10) piercing damage.

Frightful Presence. Each creature of Baphomet’s choice within 35 meters of him and aware of him must succeed on a DC 18 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

The baphomet can take 3 legendary actions, choosing from the options below. 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 (Costs 2 Actions). Baphomet moves up to his speed, then makes a gore attack.

Heartcleaver Attack. Baphomet makes a melee attack with Heartcleaver.

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