Page 144 - Mordenkainen's Tome of Foes Deluxe
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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
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