Labyrinth recall Baphomet can perfectly recall any path he has traveled and is immune to the maze spell
Legendary resistance (3/day) if Baphomet fails a saving throw he can choose to succeed instead
magic resistance Baphomet has advantage on saving throws against spells and other magical effects
Attacks multi attack Baphomet makes one bite attack one gore attack and one heart cleaver attack he can also use frightening presence
bite melee weapon attack +17 to hit reach 10 feet one target hit 19 (2D8+10) piercing damage
gore melee weapon attack +17 to hit reach 10 feet one target hit 17 (2D6+10) if Baphomet moved at least 10 feet straight towards the target immediately before the hit The target takes an extra 16 (3D10) piercing damage if the target is a creature it must succeed on a DC 25 strength saving throw or be pushed up to 10 feet away and knocked prone
heart cleaver melee weapon attack +17 to hit reach 15 feet hit 21 (2D10+10) force damage
Frightening presence each creature of Baphomets choice within 120 feet of him and aware of him must succeed on A DC 18 wisdom saving throw or become frightened for one 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 their line of sight of the creature if a creature succeed on any of these saves or the effect ends on it the creature is immune to Baphomets frightening presence for the next 24 hours
Dash Baphomet can use dash action as a bonus action on his turn
Last stand if Baphomet is reduced to 0 hit points by a melee attack within 10 feet Baphomet can make one bite attack as a bonus action if nothing is in range this trait doesn’t function
Baphomet 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 Creatures turn Baphomet Reagan spent a legendary actions at the start of his turn
heart-cleaver Baphomet makes one heart cleaver attack
charge of fury (costs two actions) Baphomet move’s up to his speed without provoking opportunity attacks and makes one gore attack with advantage
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Civilization is weakness and brutality is strength in the credo of Baphomet The horned king and the prince of beasts 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 bloodthirsty desires Colts devoted to Baphomet Use mazes in complex knot’s as their emblems that creates secret places to indulge themselves including labyrinths of the sort their master favor’s blood stand crowns and weapons of iron and brass decorate their profane alters overtime a cultist of Baphomet Becomes corrupted by his influence gaining blood shot eyes and course thickening hair small horns eventually sprout from the cultists forehead in time a devoted cultist may transform entirely into a minotaur which is considered the greatest gift of the Prince of beasts Baphomet appears as a fearsome 20 foot tall Minotaur with six iron horns a fiendish light burned in his red eyes although he is filled with bestial blood lust their lies within him a cruel and cunning intellect devoted to subverting all civilization Baphomet wheel day great believe called heart cleaver he also charges his enemies and gores them with his horns trampoline his toes into the earth and rending them with his teeth like a beast
Lair and Lair Actions
Baphomet lairs in his palace lyktion which is on the layer of the abyss called the endless maze nestled within the twisting passages of the plain wide labyrinth the lyktion is immaculately main tinted and surrounded by a moat constructed in the fashion of a three dimensional maze the palace is a towering structure whose interior is as laboratorian as the plane on which it stands it is populated by Minotaurs goristros and quasits
Lair Actions
On initiative count 20 Baphomet takes a lair action to cause one of the following effects; Baphomet can’t use the same effect two rounds in a row:
- Illusionary room Baphomet cast’s arcane Mirage affecting a room within the layer there is no larger in any dimension then 100 feet The effect ends on the next initiative count 20 charisma is Baphomets spell casting ability for this spell
- Reverse gravity Baphomet chooses a room within its lair that room’s natural gravity is completely reversed until the next initiative count 20
Regional Effects
The region containing Baphomets lair is warped by Baphomets lair which creates one or more of the following effects
hedge mazes plant life within 1 mile of the lair grows thick and forms walls of trees hedges and other flora in the form of small mazes
Panicked beasts beasts within 1 mile become frightened and disoriented as if constantly under threat of being hunted and might lash out or panic even when no visible threat is nearby
beguiling realm within 6 miles of the layer all charisma (persuasion) and charisma (performance) checks have disadvantage and all charisma (deception) and charisma (intimidation) checks have advantage
If Baphomet dies, these effects fade over the course of 1d10 days.
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