Baphomet
B
aphomet is the purest embodiment of that Baphomet Tactics
aspect of the Abyss which exults in uninhibited
carnage, violence unshackled and cultivated for Baphomet revels in melee combat, but approaches it
its own sake. Baphomet surely had some form cautiously. In the early stages of a fight, they kite around their
before embraced by the Abyss, but not even they foes, trying to seperate the nible from the slow as they build
now know what that might be, so attuned are their labyrinth, sealing their foes in ever more complex
they to the chaos that flows through them. winding paths, and punishing those who attempt to fly over
Civization is weakness. Savagery is strength. These axioms with their Plummet ability. They use their Desecration Breath
beat in the heart of all who follow The Beast. only when they can catch at least three foes in it, ideally once
an arena has been created that traps the enemies in the
unholy area.
Baphomet Lore Early in the fight, Baphomet gores a creature to knock
Arcana DC 15: Despite being famed for their physical them prone, then fishes for crits with their Heartcleaver. After
prowess, Baphomet's greatest talent is their innate aptitude being bloodied, Baphomet tosses Heartcleaver aside and
for conjuration; able to raise great constructions of stone with focuses on raw damage with their Gore and Stomp.
a mere thought. Those who find their passage impeded by Baphomet preferentially targets anyone who forces them to
such constructions are often doomed to wander these make an Intelligence, Wisdom, or Charisma saving throw.
fiendish labyrinths to exhaustion.
Arcana DC 20: Baphomet's affinity for earth and
stone allows them to bind others to it, making flying
out of their labyrinths often an excercise in futility.
History DC 10: Creatures of Baphomet's scale are often
known to be difficult to inflict significant harm on without
actively creating an opening to do so.
History DC 15: When surrounded by lesser foes, the Lord of
Beasts is known to thrash their horns viciously, dealing
grievous wounds to those unlucky enough to receive them.
History DC 20: Baphomet is known to share a bitter enmity
with Yeenoghu, who encroaches on their role as lord of
savagery, and with Orcus, who once imprisoned them.
Nature DC 15: The breath of Baphomet is known to foul
the earth it touches, desecrating and sterilizing it.
Nature DC 20: Though they do not share a true beast's
weakness to mind-affecting magics, Baphomet is known
to lose all caution and restraint when subjected to such
effects.
Religion DC 10: Worshippers of Baphomet often take
as their sigil the image of a blood-soaked maze or
convoluted knot. Their favored cultists are often
transformed into minotaurs.
Religion DC 15: A prolific creator, Baphomet is
thought to be the progenitor of minotaurs, along with
ghours, bulezaus, goristroi, and haures.
Religion DC 20: Baphomet makes their lair in the
600th layer of the Abyss. Called The Endless Maze,
this is thought to be the largest layer of The Abyss, if
not entirely infinite. At the center of this expanse is
the Lykiton, Baphomets shifting palace.
Encounter Groups
CR 30 Encounter 56,500 XP
1 Baphomet (CR 23)
1 Minotaur Exemplar (CR 6)
2 Bulezau (CR 3)
4 Minotaur Charger (CR 3)
Baphomet 1. Curse of Brutality. The target must succeed on a
DC 22 Charisma saving throw or be cursed. While
Huge fiend (demon), chaotic evil
cursed, a creature's appearance becomes partialy
Armor Class 22 (Natural Armor) bestial, and the creature cannot cast spells of 5th
Hit Points 522 (36d12 + 288) level or above.
Speed 40 ft. 2. Crush Bones. The target must succeed on a DC 25
Constitution saving throw or suffer disadvantage on
attack rolls and saving throws that use Strength until
STR DEX CON INT WIS CHA it completes a long rest.
3. Cleave Limb. The target must succeed on a DC 25
30 (+10) 14 (+2) 26 (+8) 18 (+4) 24 (+7) 16 (+3)
Constitution saving throw or lose a limb (target's
choice).
Saving Throws DEX +9, CON +15, WIS +14 4. Bisect. The target must succeed on a DC 25
Skills Intimidation +17, Perception +14 Constitution saving throw or die.
Damage Resistances Cold, Fire, Lightning; Attacks made
mithout advantage Desecration Breath (Recharge 5-6). Baphomet disgorges
Damage Immunities Poison; Bludgeoning, Piercing, and a torrent of unholy, bilious water in a 90 foot cone.
Slashing from Nonmagical Attacks Each creature in the area must make a DC 23
Condition Immunities Charmed, Exhaustion, Frightened, Constitution saving throw, taking 45 (10d8) poison
Poisoned plus 45 (10d8) necrotic damage on a failed save, or
Senses Truesight 120 ft., Passive Perception 24 half as much damage on a successful one.
Languages All, Telepathy 120 ft.
Challenge 23 (50,000 XP) The area becomes desecrated for the next hour. A non-
fiend creature that starts its turn in the area takes 7
Reckless Follow-Through. At the start of their turn, (2d6) psychic damage.
Baphomet can gain advantage on all melee weapon
attack rolls during that turn. If they miss with an attack Reactions
this turn, they are Stunned until the beginning of their Gouging Toss. When a creature moves within 10 feet of
next turn. them, Baphomet forces the creature to succeed on a
DC 25 Strength saving throw or take 9 (2d8) piercing
Huge Stature. A creature adjacent to Baphomet may damage and be knocked prone.
spend half of its movement to attempt a DC 18
Strength (Athletics) check. On a success, the creature Bloodied Bellow (1/Day). When Baphomet is reduced
climbs onto Baphomet. While climbing on Baphomet, a below 262 hit points for the first time, they let out an
creature has advantage on melee attacks against anguished bellow.
Baphomet.
Each other creature within 60 feet takes 36 (8d8)
Magic Resistance. Baphomet has advantage on saving thunder damage, or half as much if behind cover, and
throws against spells and other magical effects. must succeed on a DC 23 Wisdom saving throw or be
Frightened until the end of its next turn.
Bestial Juggernaut. At the beginning of Baphomet's turn,
each effect that would incapacitate them, immobilize
them, or alter their form ends. If Baphomet is forced to Legendary Actions
make an Intelligence, Wisdom, or Charisma saving Baphomet can take 3 legendary actions, choosing from
throw, attacks against them are made at advantage the options below.
until the beginning of their next turn.
Plummet. One flying creature that Baphomet can see
Actions within 120 feet must succeed on a DC 22 Strength
saving throw or fall prone. If the creature would take
Multiattack. Baphomet makes three melee attacks, one damage from falling as a result of this, it takes twice as
of which may be with their Gore. If Baphomet has much damage.
fewer than 262 hit points, they may make any of their
attacks with their Gore. Raise Labyrinth. Baphomet raises two contiguous 20
foot by 20 foot stone panels from the ground within
Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., 300 feet. As long as a pathway from one side of the
one target. Hit: 29 (3d12 + 10) piercing damage and wall to the other exists that Baphomet could traverse,
the target must succeed on a DC 25 Strength saving the wall does not impede Baphomet's vision or
throw or be pushed up to 10 feet away and knocked movement.
prone.
Each panel can be damaged and breached (AC 20; 30
Hooves. Melee Weapon Attack: +17 to hit, reach 5 ft., HP; immunity to poison and psychic damage), and
one target. Hit: 21 (2d10 + 10) bludgeoning damage. crumbles if Baphomet moves through it.
This attack deals an additional 11 (2d10) damage to a
Thrashing Horns (Costs 2 Actions). Up to two creatures
prone creature.
on opposite sides of Baphoment must each succeed
Heartcleaver. Melee Weapon Attack: +17 to hit, reach on a DC 25 Dexterity saving throw or take 35 (8d8)
15 ft., one creature. Hit: 24 (3d8 + 10) slashing piercing damage and be pushed 10 feet away, or take
damage. On a critical hit, the target suffers one half as much damage on a success.
additional effect selected at random:
Art Credits You Found the Free Books!
Ruination Rioter by Dmitry Burmak Goristro by Conceptopolis
Bulezau by Carl Critchlow Goristro by Sam Wood
Jovoc by Wayne Reynolds Baphomet by Richard Whitters
Tanarukk by John-Paul Balmet Bisk, Goblin King by Rae Elderidge
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