Large Monstrosity, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 103 (11d10 + 27)
Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
16 (+3)
CHA
9 (-1)
Skills Perception +7
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal, Undercommon
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Charge. If the baphitaur 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 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

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

Reckless. At the start of its turn, the baphitaur 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.

1/day: darkness

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Description

Baphitaurs were tall, broad creatures, about 6 feet (1.8 meters) tall. They most closely resembled minotaurs, with a bestial head and bull ears, as well as short, very sharp horns. Their bodies were covered in stringy hair and they possessed a long tail. Their feet were those of humanoids rather than hooves.

Like their minotaur relatives, baphitaurs had an innate sense of direction and understanding of mazes, and could not get lost while in one. Additionally, their demon blood provided resistance to cold, electricity, and fire. Baphitaurs possessed a keen sense of smell. Once each day, a baphitaur could create darkness. Additionally, all baphitaurs were capable of raging like a barbarian.

Previous Versions

Name Date Modified Views Adds Version Actions
6/4/2021 7:06:28 AM
7
4
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Coming Soon

Habitat: Underdark

dazedjosh

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