Sources
CR
Type
Size
Alignment
Movement

Baphomet

Huge Fiend (demon), Chaotic Evil

Armor Class 22 (natural armor)
Hit Points 319 (22d12 + 176)
Speed 40 ft.
STR
30
+10
DEX
14
+2
CON
26
+8
INT
18
+4
WIS
24
+7
CHA
16
+3
Saving Throws DEX +9, CON +15, WIS +14
Skills Intimidation +17, Perception +14
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, slashing, that is nonmagical
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP)

Traits

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.

Spellcasting

Spellcasting. Baphomet casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):

1/day: teleport

3/day each: dispel magic, dominate beast, maze, wall of stone

Actions

Multiattack. Baphomet makes one Bite attack, one Gore attack, and one Heartcleaver attack. He also uses Frightful Presence.

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

Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit:17 (2d6 + 10) piercing damage. If Baphomet moved at least 10 feet straight toward the target immediately before the hit, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Heartcleaver. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit:21 (2d10 + 10) force damage.

Frightful Presence. Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom 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

Heartcleaver Attack. Baphomet makes one Heartcleaver attack.

Charge (Costs 2 Actions). Baphomet moves up to his speed without provoking opportunity attacks, then makes a Gore attack.

Lore

Civilization is weakness and brutality is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most bloodthirsty desires.