Charge. If the Avatar of Baphomet moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Innate Spellcasting. The Avatar of Baphomet’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 of Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell.
Legendary Resistance (3/Day). If the Avatar of Baphomet fails a saving throw, he can choose to succeed instead.
Magic Resistance. The Avatar of Baphomet has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Avatar of Baphomet’s weapon attacks are magical.
Reckless. At the start of his turn, The Avatar of Baphomet 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.
Multiattack. Baphomet makes two attacks: one with Heartcleaver, one with his bite, and/or one with his gore attack.
Gutwrencher. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) slashing damage.
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) piercing damage.
Gore. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage.
Frightful Presence. Each creature of the Avatar of Baphomet’s choice within 80 feet of him and aware of him must succeed on a DC 16 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 the Avatar of 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 the Avatar of Baphomet’s Frightful Presence for the next 24 hours.
The Avatar of Baphomet can take 1 legendary action, 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 of Baphomet regains spent legendary actions at the start of his turn.
Gutwrencher Attack. The Avatar of Baphomet makes a melee attack with Gutwrencher.
Charge. The Avatar of Baphomet moves up to his speed, then makes a gore attack.
Description
Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most savage desires.
Cults devoted to Baphomet use mazes and complex knots as their emblems, creating secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and brass decorate their profane altars.
Over time, Baphomet’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.
The Avatar of Baphomet has made a complete devotion to the Prince of Beasts, and taken on a visage very similar to that of their Lord. They have grown considerably, standing a frightening 12 feet tall, with dark course hair sprouting across their body. Large, jagged horns adorn their head, adding another four feet to the creature. Their eyes glow red with malice, and they grow large fangs, capable of tearing through any flesh.
The Avatar of Baphomet is granted a special weapon by the Horned King, and its name is Gutwrencher. This is a smaller version of the Prince's own cleaver, but just as deadly. In the right hands, this weapon could destroy any knight who stood before it. It is a weapon of Baphomet, any person who attempts to wield it would first be subjected to horrible visions and a soul destroying energy. There have been none who were not chosen by the Prince that have been able to pick up this weapon and live.
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