AmpedAmpedAmped UpUpUp DemonDemonDemon LordsLordsLords 111

 Design, Editing, and Layout: Chris Handforth Art: Resources for DMG Creators

Thank You: James Jacobs, for bringing the Demonomicon to life and plunging me into the Abyss

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DUNGEONS & DRAGONS, D&D, , , , , the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and otSampleher countries. file This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Chris Handforth and published under the Community Content Agreement for Dungeon Masters Guild. This version of Baphomet reflects his experiments with the  Curse of the Horned King, allow him to fills his foes' minds with atavistic thoughts and primal urges they'd rather ignore. While the Horned Kind is a savage beast, his foes should not It also grants him Necrotic Breath to thwart anyone foolish mistake his fury for stupidity. For all the hatred he harbors for enough to believe they can avoid Baphomet's wrath by staying civilization, the Prince of Beasts is not limited by his primal out of Heartcleaver's range. urges, and possesses a keen a mind as any scientist or Baphomet uses the Lair Actions and Regional Effects wizard. He experiments with the body and the mind's described on pg. 142-143 of 's Tome of Foes. limitations, pushing his victims until they break down bestial horrors.

  Actions Huge fiend (demon), chaotic evil Multiattack. Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore Armor Class 22 (natural armor) attack. Hit Points 295 (19d12 + 152) Speed 40 ft. Heartcleaver. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 11) slashing damage. Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one STR DEX CON INT WIS CHA target. Hit: 19 (2d8 + 11) piercing damage. 32 (+11) 14 (+2) 28 (+9) 20 (+5) 28 (+9) 22 (+6) Gore. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 11) piercing damage, and Saving Throws Dex +10, Con +16, Wis +15 the target is cursed if it is a creature. The cursed target Skills Intimidation +19, Nature +21, Perception +17 suffers disadvantage on all Intelligence-based checks. Damage Resistances cold, fire, lightning The curse lasts until it is lifted by a remove curse spell Damage Immunities poison; bludgeoning, piercing, and or similar magic. slashing that is nonmagical Frightful Presence. Each creature of Baphomet's choice Condition Immunities charmed, exhaustion, frightened, within 120 feet of him and aware of him must succeed poisoned on a DC 22 Wisdom saving throw or become Senses truesight 120 ft., passive Perception 27 frightened for 1 minute. A creature can repeat the Languages all, telepathy 120 ft. saving throw at the end of each of its turns, ending the Challenge 25 (75,000 XP) effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the Charge. If Baphomet moves at least 10 feet straight creature. toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10) If a creature’s saving throw is successful or the effect piercing damage. If the target is a creature, it must ends for it, the creature is immune to Baphomet’s succeed on a DC 27 Strength saving throw or be Frightful Presence for the next 24 hours. pushed up to 10 feet away and knocked prone. Necrotic Breath (Recharge 5–6). Baphomet exhales a blast of rotten gas in a 50-foot cone. Each creature in Innate Spellcasting. Baphomet's spellcasting ability is that area must make a DC 25 Dexterity saving throw, Charisma (spell save DC 22). He can innately cast the taking 52 (8d12) necrotic damage on a failed save, or following spells, requiring no material components: half as much damage on a successful one. At-will: detect magic, dominate beast Legendary Actions 3/day each: dispel magic, hunter's mark, maze, wall of stone Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action option 1/day each: teleport can be used at a time and only at the end of another Labyrinthine Recall. Baphomet can perfectly recall any creature's turn. Baphomet regains spent legendary path he has traveled, and he is immune to the maze actions at the start of his turn. spell. Curse of the Horned King. Baphomet uses his Frightful Legendary Resistance (3/Day). If Baphomet fails a saving Presence, then curses one creature who fails its saving throw, he can choose to succeed instead. throw. The cursed target suffers disadvantage on all Intelligence-based checks. The curse lasts until it is Magic Resistance. Baphomet has advantage on saving lifted by a remove curse spell or similar magic. throws against spells and other magical effects. Heartcleaver Attack. Baphomet makes an attack with Magic Weapons. Baphomet's weapons are magical. Heartcleaver. Reckless. At the start of his turn, Baphomet can gain SampleCharge (Costs 2 Actions). Baphofilemet moves up to his advantage on all melee weapon attack rolls during that speed, then makes a gore attack. turn, but attack rolls against him have advantage until the start of his next turn.

2 The Word of the Once-Prime reflects Orcus' history with  the modrons, as well as the magical backdoors he left himself should his unwilling subordinates ever come looking for Orcus never does things the easy way. He rose up from being vengeance. The Aura of Undead Command flows from a mere larva to the most powerful demon in the Abyss. He Orcus' status as Prince of the Undead, as even those undead conquered Thanatos to become Prince of the Undead and not under his control feel the tug of alliegence to him. only Demogorgan claims higher station within the Abyssal Orcus uses the Lair Actions and Regional Effects hierarchy. When Kiaransalee slew Orcus, he usurped Primus' described on pg. 152-153 of Mordenkainen's Tome of Foes. throne and subverted the Great Modron March so he could conquer death itself.

  3/day each: antilife shell, create undead, dispel magic Huge fiend (demon), chaotic evil 1/day each: teleport, time stop Legendary Resistance (3/Day). If Orcus fails a saving Armor Class 19 (natural armor), 22 with the Wand of throw, he can choose to succeed instead. Orcus Magic Resistance. Orcus has advantage on saving Hit Points 512 (33d12 + 297) throws against spells and other magical effects. Speed 40 ft., fly 40 ft. Magic Weapons. Orcus' weapons are magical.

STR DEX CON INT WIS CHA Aura of Undead Command. Any undead taking hostile action against Orcus within 120 feet of him must make 35 (+12) 18 (+4) 29 (+9) 28 (+9) 24 (+7) 25 (+7) a DC 24 Wisdom saving throw or that creature's action fails and is wasted. Saving Throws Dex +13, Con +18, Wis +16 Master of Undeath. When Orcus casts animate dead or Skills Arcana +17, Perception +15, Religion +17 create undead, he chooses the level at which the spell Damage Resistances cold, fire, lightning is cast, and the creatures created by the spells remain Damage Immunities necrotic, poison; bludgeoning, under his control indefinitely. Additionally, he can cast piercing, and slashing that is nonmagical create undead even when it isn't night. Condition Immunities charmed, exhaustion, frightened, poisoned Actions Senses truesight 120 ft., passive Perception 22 Languages all, telepathy 120 ft. Multiattack. Orcus makes two Wand of Orcus attacks. Challenge 30 (155,000 XP) Wand of Orcus. Melee Weapon Attack: +24 to hit, reach 10 ft., one target. Hit: 25 (3d8 + 12) bludgeoning Wand of Orcus. The wand has 9 charges, and any of its damage plus 13 (2d12) necrotic damage. properties that require a saving throw have a save DC of 19. While holding it, Orcus can use an action to cast Tail. Melee Weapon Attack: +21 to hit, reach 10 ft., one animate dead, blight, or speak with dead. Alternatively, target. Hit: 25 (3d8 + 12) piercing damage plus 9 he can expend 1 or more of the wand's charges to cast (2d8) poison damage. one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill Legendary Actions (2 charges). The wand regains 1d6 + 3 charges daily at Orcus can take 3 legendary actions, choosing from the dawn. options below. Only one legendary action option can be used at a time and only at the end of another While holding the wand, Orcus can use an action to creature's turn. Orcus regains spent legendary actions conjure undead creatures whose combined average hit at the start of his turn. points don't exceed 600. These undead magically rise up from the ground or otherwise form in unoccupied Tail. Orcus makes one tail attack. spaces within 300 feet of Orcus and obey his A Taste of Undeath. Orcus casts chill touch (20th level). commands until they are destroyed or until he dismisses them as an action. Once this property of the Word of the Once-Prime. Orcus casts command (20th wand is used, the property can't be used again until the level). Modrons suffer disadvantage on their saving next dawn. throws. Innate Spellcasting. Orcus' spellcasting ability is Creeping Death (Costs 2 Actions). Orcus chooses a point Charisma (spell save DC 24, +16 to hit with spell on the ground that he can see within 120 feet of him. attacks). He can innately cast the following spells, A cylinder of swirling necrotic energy 60 feet tall and requiring no material components: with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area At-will: chill touch (20th level), detect magic Samplehave vulnerability to necr otic dafilemage.