Page 144 - Mordenkainen's Tome of Foes Deluxe
P. 144
REGIONAL EFFECT S MADNESS OF BAPHOMET
The region containing Baphomet's lair is warped by his
If a creature goes mad in Baphomet's lair or within
magic, creating one or more of the following effects:
line of sight of the demon lord, roll on the Madness of
Plant life within 1 mile of the lair grows thick and Baphomet table to determine the nature of the madness,
forms walls of trees, hedges, and other flora in the which is a character flaw that lasts until cured. See the
form of small mazes. Dungeon Master's Guide for more on madness.
Beasts within 1 mile of the lair become frightened and
disoriented, as though constantly under threat of be- MADN ESS O F BAPHOMET
ing hunted, and might lash out or panic even when no
dl OO Flaw (lasts until cured)
visible threat is nearby.
01- 20 "My anger consumes me. I can't be reasoned with
If a humanoid spends at least 1 hour within 1 mile
when my rage has been stoked."
of the lair, that creature must succeed on a DC 18
Wisdom saving throw or descend into a madness 21- 40 "I degenerate into beastly behavior, seeming more
determined by the Madness of Baphomet table. A like a wild animal than a thinking being."
creature that succeeds on this saving throw can't be 41- 60 "The world is my hunting ground. Others are my
affected by this regional effect again for 24 hours. prey."
If Baphomet dies, these effects fade over the course of 61- 80 "Hate comes easily to me and explodes into rage."
ldlO days. 81- 00 "I see those who oppose me not as people, but as
beasts meant to be preyed upon."
BAPHOMET Magic Resistance. Baphomet has advantage on saving throws
Huge fiend (demon), chaotic evil against spells and other magical effects.
Magic Weapons. Baphomet's weapon attacks are magical.
Armor Class 22 (natural armor)
Hit Points 275 (19d12 + 152) Reckless. At the start of his turn, Baphomet can gain advantage
Speed 40 ft. on all melee weapon attack rolls during that turn, but attack
rolls against him have advantage until the start of his next turn.
STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 26 (+8) 18 (+4) 24 (+7) 16 (+3) ACTIONS
Multiattack. Baphomet makes three attacks: one with Heart-
Saving Throws Dex +9, Con +15, Wis +14 • cleaver, one with his bite, and one with his gore attack .
Skills Intimidation +17, Perception +14
Damage Resistances cold, fire, lightning Heartc/eaver. Melee Weapon Attack: +17 to hit, reach 15 ft., one
Damage Immunities poison; bludgeoning, piercing, and target. Hit: 21 (2d10 + 10) slashing damage.
slashing that is nonmagical
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Condition Immunities charmed, exhaustion, frightened,
Hit: 19 (2d8 + 10) piercing damage.
poisoned
Senses trueslght 120 ft., passive Perception 24 Core. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Languages all, telepathy 120 ft. Hit: 17 (2d6 + 10) piercing damage.
Challenge 23 (50,000 XP)
Frightful Presence. Each creature of Baphomet's choice within
Charge. If Baphomet moves at least 10 feet straight toward a 120 feet of him and aware of him must succeed on a DC 18
target and then hits it with a gore attack on the same turn, the Wisdom saving throw or become frightened for l minute. A
target takes an extra 16 (3dl 0) piercing damage. If the target is frightened creature can repeat the saving throw at the end of
a creature, it must succeed on a DC 25 Strength saving throw each of its turns, ending the effect on itself on a success. These
or be pushed up to 10 feet away and knocked prone. later saves have disadvantage if Baphomet is within line of
sight of the creature.
Innate Spellcasting. Baphomet's spellcasting ability is Cha-
If a creature succeeds on any of these saves or the effect ends
risma (spell save DC 18). He can innately cast the following on it, the creature is immune to Baphomet's Frightful Presence
spells, requiring no material components: for the next 24 hours.
At will: detect magic LEGENDARY ACTIONS
3/day each: dispel magic, dominate beast, hunter's mark, maze,
wall of stone Baphomet can take 3 legendary actions, choosing from the op-
1/day: teleport tions below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. Baphomet
Labyrinthine Recall. Baphomet can perfectly recall any path he
regains spent legendary actions at the start of his turn.
has traveled, and he is immune to the maze spell.
Heartcleaver Attack. Baphomet makes a melee attack with
Legendary Resistance (3/Day). If Baphomet fails a saving throw,
Heartcleaver.
he can choose to succeed instead. Charge (Costs 2 Actions). Baphomet moves up to his speed, ~
then makes a gore attack. ~
CHAPTER 6 I BESTIARY

