Charge. If the Beast 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 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Labyrinthine Recall. The Beast can perfectly recall any path it has traveled.
Reckless. At the start of its turn, the Beast can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Innate Spellcasting. The Beast of Baphomet’s spellcasting ability is Charisma (spell save DC 15). 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, wall of stone
1/day each: teleport
Magic Resistance. Baphomet has advantage on saving throws against spells and other magical effects.
Multiattack. The minotaur makes two attacks with its greataxe.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) piercing damage.
Description
Its fur stained with the blood of fallen foes, The Beast of Baphomet is a massive, bull-headed humanoid whose roar is a savage battle cry that all civilized creatures fear. It is the chosen of Baphomet on the Material Plane, its goal to sow chaos, brutality and corrupt mortal souls to give in to their base nature.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/16/2021 4:22:55 PM
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3
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0
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0.1
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Coming Soon
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