Baphomet (5e Creature)

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Huge fiend (demon),

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

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

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.


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.


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.

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