Baphomet (5e Creature)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 17:58, 12 September 2019 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Huge fiend (demon),


Armor Class 22 (natural armor)
Hit Points 440
Speed 40 feet


STR DEX CON INT WIS CHA
28 (+9) 12 (+1) 27 (+8) 22 (+6) 20 (+5) 24 (+7)

Saving Throws str+16,cha+13
Skills intimidation+13
Damage Resistances cold,lightning;bludgeoning,piercing and slashing damage from nonmagical attacks
Damage Immunities poison,fire
Condition Immunities frightened,charmed
Senses darkvision 60 feet
Languages


Death Throes. When Baphomet dies, he explodes, and each creature within 40 feet of him must make a DC 22 Dexterity saving throw, taking 110 (20d10) fire damage on a failed save, or half as much damage on a successful one

Legendary Resistance (3/day). If Baphomet fails a saving throw, he can choose to succeed instead.

Charge If Baphomet moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 44 (8d10) piercing damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be pushed up to 20 feet away and knocked prone.

Limited Magic Immunity. Baphomet is immune to spells of 6th level or lower unless he wishes to be affected. He has advantage on saving throws against spells and other magical effects.

Magic Weapons. Baphomet weapon attacks are magical.

ACTIONS

multiattack Baphomet can use his frightful presence he then makes 3 melee attacks 2 with his glaive and 1 with his hoof.

Glaive Melee Weapon Attack: +16 to hit, reach 10 feet., one target. Hit: 32 (7d6 + 9) slashing damage.

Hoof Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.

Gore Melee Weapon Attack: +16 to hit, reach 5 feet., one target. Hit 53(9d10 + 9) piercing damage.

Frightful Presence Each creature of the Baphomet's choice that is within 120 feet of the him and aware of him must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Baphomet's Frightful Presence for the next 24 hours.

LEGENDARY ACTIONS

The can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.



Back to Main Page5e Homebrew5e Creatures

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors