Large Fiend (Demon), Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 225 (12d12 + 132)
Speed 40 ft.
STR
22 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws DEX +8, CON +11, WIS +10
Skills Intimidation +10, Perception +7
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 60 ft., Passive Perception 22
Languages All, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Charge. If the avatar 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 12 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Innate Spellcasting. The avatar’s spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components.

At will: detect magic

3/day each: dispel magic, dominate beast, hunter’s mark, maze, wall of stone

1/day each: teleport

Labyrinthine Recall. The avatar can perfectly recall any path he has traveled, and he is immune to the maze spell.

Legendary Resistance (3/Day). If the avatar fails a saving throw, he can choose to succeed instead.

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

Magic Weapons. The avatar’s weapon attacks are magical.

Reckless. At the start of his turn, the avatar 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.

Actions

Multiattack. The avatar makes two attacks: one with Rampaging Spear, one with his bite or with his gore attack.

Rampaging Spear. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 6) piercing damage.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 6) piercing damage.

Gore. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 6) 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.

Legendary Actions

The avatar of Arawiti 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. The avatar regains spent legendary actions at the start of his turn.

Rampaging Spear Attack. The avatar makes a melee attack with Rampaging Spear.

Charge. The avatar moves up to his speed, then makes a gore attack.

Description

Civilization is weakness and savagery is strength in the credo of Arawiti, the Horned King and the Prince of Beasts. He rules over minotaurs, waraths and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures, for Arawiti envisions a world without restraint, where creatures live out their most savage desires.

Over time, Arawiti’s cultists become tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the forehead. In time, a devoted cultist might transform entirely into a minotaur—considered the greatest gift of the Prince of Beasts.

Some extremely devoted cultists can call on the very essence of their demon lord to transcend their body and turn them into an avatar of Arawiti.

The avatar is a hulking humanoid creature, standing on goat-like legs, it's demonic head has two huge twisted horns. It's fiery eyes shine with hate and savagery and it's large nostrils exhale a raging flow of steam. It's wielding a magic weapon called Rampaging Spear and usually has a large rounded metal shield, engraved with the demon lord's sigil. 

 

 

Lair and Lair Actions

Avatar of Arawiti’s Lair

Avatars of Arawiti tend to live in dark and primal temples constructed by cults of followers, on the material plane. These places are usually blasphemous parodies of temples dedicated to gods of good influence. 

Lair Actions

On initiative count 20 (losing initiative ties), the Avatar can take a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row:

  • The avatar seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until the avatar creates this effect again.
  • The avatar choses 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. The avatar 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.
  • The avatar invokes 1d4 waraths to help him in battle. 

Monster Tags: Demon

LaBonneAuberge

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