Demon Lord Baphomet
This is my first modified Demon Lord. I plan to have my party fight most of them.
Change Log:
1. Gave resistance to bludgeoning, piercing, and slashing.
2. Limited Magic Immunity. Rather than give outright immunity to spells, I decided to give immunity to rider effects. My feeling is I still want casters to be able to deal damage, but not necessarily be able to use lower level slots to get lucky affecting demon lords with things like suggestion or knockback from Repelling Blast.
3. Bonus action Spell Casting. I want them to be able to maintain their damage output, while occasionally dispelling a spell. I included wall of stone because I thought it would be cool to allow Baphomet to construct a real maze while he fights, trapping opponents, and tracking them in the maze if they run. I imagine Baphomet would enjoy the fear he created trapping them in a maze.
4. Added Charisma save. Demon lords should not be easy to banish.
5. Maximum hit points per hit die. Demon lords are the supreme creature of their type.
6. Boosted this to 5. I think it should be N-1 where N equals the number of party members in your group. I have 6.
7. Added unholy water breath weapon as a little ode to the original D&D Baphomet.
8. Added breath weapon, roar, and cast spell Legendary Actions to provide more tactical options.
9. Added a reaction ability to boost his damage output.
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BAPHOMET Huge fiend (demon), chaotic evil; Challenge 23 (50,000 XP)
Armor Class 22 (natural armor); Hit Points 460 (23d12 + 184); Speed 50ft.
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, CHA +10
Skills Intimidation +17, Perception +14
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing.
Damage Immunities poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities charmed, exhaustion, frightened, poisoned.
Senses truesight 400 ft., passive Perception 24
Languages all, telepathy sight range
Charge. If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 22 (4d1 0) 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.
Innate Spellcasting. Baphomet's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components.
At will as free action: detect magic
At will as bonus action: dispel magic, dominate beast, hunter’s mark, wall of stone.
At will as action: teleport.
Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell.
Legendary Resistance (5/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.
Magic Weapons. Baphomet's weapon attacks are magical.
Reckless. At the start of his turn. Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.
Demon Lord Magic Immunity: Baphomet is immune to the additional effects besides damage of spells below 3rd level regardless of how the spell gains the additional ability. For example, he is immune to the knockback of eldritch blast with the Repelling Blast invocation.
ACTIONS
Multiattack. Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.
Heartcleaver. Melee Weapon Attack:+ 17 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage.
Bite. Melee Weapon Attack: + 17 to hit, reach 10ft., one target. Hit: 19 (2d8 + 10) piercing damage.
Gore. Melee Weapon Attack: +17 to hit, reach 10 ft. one target. Hit: 21 {2d10 + 10) piercing 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.
Unholy Water Breath Weapon (Recharges 4-6): He can breathe out a gout of unholy water. Anyone struck takes 10d8 necrotic damage and must make a DC 18 Charisma save or be affected as though by the bane sell. The person gets an additional save to overcome the bane effect at the start of their turn. The bless spell is dispelled by this unholy water. He can spray to affect a line 40 feet long and 15 feet wide.
Summon Servants: Baphomet can summon one Goristro or 2d10 minotaurs.
LEGENDARY ACTIONS
Baphomet 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. Baphomet regains spent legendary actions at the start of his turn.
Heartcleaver Attack. Baphomet makes a melee attack with Heartcleaver.
Charge (Costs 2 Actions). Baphomet moves up to his speed, then makes a gore attack.
Breath Weapon: Baphomet uses his Unholy Water Breath Weapon if it is recharged.
Cast spell: He can cast a spell as a Legendary Action.
Roar: Can roar causing Frightful Presence effect with disadvantage on the save.
Reaction: As a reaction to an attack that hits him, he can make a melee attack against that target.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), Baphomet can take a lair action to cause one of the following magical effects:
• Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone until Baphomet is killed.
• Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it.
• Baphomet casts mirage arcane, affecting a room within the lair that is no longer in any dimension than 100 feet. The effect ends on the next initiative count 20.