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Stalker of Baphomet

Huge fiend (demon), Chaotic Evil

Armor Class 17 (natural armor)

Hit Points 200 (16d12 + 96)

Speed 40 ft.

STR 25 (+7)
DEX 17 (+3)
CON 22 (+6)
INT 13 (+1)
WIS 16 (+3)
CHA 12 (+1)

Saving Throws DEX +7, WIS +7

Skills Athletics +15, Perception +7, Stealth +11

Condition Immunities charmed, frightened

Senses darkvision 120 ft., passive Perception 17

Languages Abyssal, Giant

Challenge 12

Labyrinthine Recall. The stalker can perfectly recall any path it has traveled.

Magic Resistance. The stalker has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The stalker makes two Glaive attacks or two Rock attacks.

Glaive. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) slashing damage plus 9 (2d8) force damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or have the prone condition. After the stalker throws the rock, roll a d6; on a roll of 3 or lower, the stalker has no more rocks to throw.

Erupting Horns (Recharge 5–6). The stalker causes the earth to churn at a point on the ground it can see within 60 feet of itself. Six horn-shaped stones erupt in a 30-foot-radius, 30-foot-high cylinder centered on that point and then crumble to dust. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 33 (6d10) piercing damage and is pushed up to 30 feet upward and then falls. On a successful save, a creature takes half as much damage only.

Source

Bigby Presents: Glory of the Giants, p. 178