Brutal Display. When Baphomet kills a creature, other creatures of his choice within 30 feet of him or the target must make a DC 23 Wisdom saving throw. On a failure, creatures become frightened of Baphomet for one minute. While frightened in this way, the creature must use its movement each turn to move as far away from you as possible, and can only take the Dash, Disengage, or Dodge action on its turn. This effect ends early if the creature finishes its movement in a location where it can no longer see Baphomet or the creature he killed. Undead cannot be affected by this trait.
Charge. If Baphomet 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 42 (7d12) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 20 feet away and knocked prone.
Civilization’s Doom (Mythic; Recharges after a Short or Long Rest). If Baphomet is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, an eternal labyrinth appears on the battlefield filling a 120-foot radius sphere centered on Baphomet, and he regains 275 hit points. This area counts as his lair and lasts for 1 hour, or until Baphomet dies. Whenever a creature within 120 feet of Baphomet moves 20 feet or more, it must roll 1d12 to note which section of the lair it is in. Creatures in one section cannot see or target creatures or objects in other sections. Due to the nature of the maze, a creature cannot enter the same space as another creature, even if they are in different sections. Whenever Baphomet makes this roll, he can choose the result. A creature can use its action to make a DC 23 Wisdom (Survival) check. Success allows it to choose another creature within the lair and move to its section.
King of Beasts. Baphomet has advantage on attack rolls, saving throws and Charisma and Wisdom (Insight) checks towards beasts and monstrosities. While beasts and monstrosities have disadvantage on attack rolls and saving throws against Baphomet. Beasts and monstrosities of CR 17 or lower are unwilling to attack Baphomet and obey his orders unquestionably, even if they are influenced by magic.
Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell.
Legendary Resistance (3/Day). If Baphomet fails a saving throw, he can choose to succeed instead.
Lord of Minotaurs. Each Minotaur within 120 feet of Baphomet of his choice has advantage on attack rolls, saving throws, and can't be charmed or frightened. In addition, If Baphomet isn't incapacitated, any other creature with the Reckless trait of his choice can make an additional attack as a bonus action as long as they are within 120 feet of Baphomet.
Magic Resistance. Baphomet has advantage on saving throws against spells and other magical effects.
Reckless. At the start of his turn, 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
Siege Monster. Baphomet deals double damage to objects and structures.
The Beast Within (Mythic Trait, 1/Day). When Baphomet is reduced to 0 hit points after activating his Civilization's Doom trait, he doesn't die or fall unconscious. Instead, he regains 185 hit points and gains the following benefits:
- Baphomet's walking speed increases by 20 feet (60 ft.)
- Baphomet's size increases to Gargantuan, causing his melee attacks to deal an additional 6 (3d4) damage.
- Baphomet gains 60 (15d8) temporary hit points whenever he kills a creature.
Multiattack. Baphomet uses his Frightful Presence, then makes one Bite attack, one Gore attack, and one Heartcleaver attack.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage.
Gore. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) piercing damage. If Baphomet moved at least 10 feet straight toward 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.
Heartcleaver. Melee Weapon Attack: +22 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 13) force damage. In Baphomet's hands, Heartcleaver also functions as a vorpal sword. Whenever Baphomet hits an object with it, the hit is a critical hit.
- Banish. When Baphomet hits a creature with this weapon, he can expend a charge to have the creature succumb to effects of the maze spell. If this hit was a critical hit, Baphomet doesn't need to expend a charge to use this property. Heartcleaver has 12 charges for this property. It regains 6 (3d4) expended charges daily at dawn or a number of charges equal to half the PB of a creature Baphomet kills with Heartcleaver. If Baphomet expends the last charge, he rolls a d20. On a 1, he is immediately teleported back to the Endless Maze.
Frightful Presence. Each creature of Baphomet’s choice within 120 feet of him and aware of him must succeed on a DC 20 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.
Spellcasting. Baphomet casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20, +14 to hit):
At will: detect magic, dispel magic, dominate beast, wall of stone, Absorb Elements (9th level), Compelled Duel, Wrathful Smite
3/day each: teleport, Bestow Curse (9th level), Banishing Smite, Staggering Smite
1/day each: maze, Wrath of Nature, Conjure Animals (9th level)
Summon Minotaurs (1/Day). Baphomet summons 12 (5d4) Minotaurs to appear in unoccupied spaces of his choice within 600 feet of him that he can see. The minotaurs roll initiative when they appear. They act as Baphomet’s allies and obey all his commands. They remain until they die or Baphomet uses a bonus action to dismiss any or all of them.
Thrill of the Hunt. When Baphomet reduces an enemy to 0 hit points on his turn, he may move up to half his speed and make one additional melee weapon attack against a creature within range.
Beastly Resilience. When Baphomet is struck by an attack resulting in a critical hit, he can reduce the damage of that attack by 21 (4d6 + 9).
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 creature’s turn. Baphomet regains spent legendary actions at the start of his turn.
Heartcleaver Attack. Baphomet makes one Heartcleaver attack.
Charge (Costs 2 Actions). Baphomet moves up to his speed without provoking opportunity attacks, then makes a Gore attack.
If Baphomet is a Mythic encounter, he can use the options below as legendary actions for 1 hour after using Civilization’s Doom.
Explore. Baphomet rolls 1d12 to change his location in his lair. He cannot choose the result of this roll.
Bellow. Baphomet unleashes a loud warcry. Baphomet uses his Frightful Presence trait, which affects creatures in all sections of his lair, even if they can’t see him.
Dimensional Cleave. Baphomet makes a melee attack with Heartcleaver. If he deals damage with this attack, roll 1d12 and move the target to that section of the lair.
Baphomet’s Perfect Form (Costs 3 Actions). Baphomet empowers a creature within 30 ft. of him with his cursed magic to alter it's form into that of one of his creations. The target can’t cast spells, and you gains the following benefits:
- The target gains 150 temporary hit points. If any of these remain when the effect ends, they are lost.
- The target's Strength and Dexterity scores become 25 (+7), and its AC becomes 22.
- The target's size becomes Large, unless it would otherwise be bigger.
- A greataxe appears in the target's hand, which you are proficient with. This axe deals 12 (2d12) slashing damage on a hit.
- The target has proficiency in Strength, Dexterity, and Constitution saving throws.
- The target can make an additional two attacks, when it takes the Attack action on your turn.
In addition to these benefits, the target gains one additional benefits depending on Baphomet's choice of one of the following demons: Bulezau, Ghour, or Goristro.
- Bulezau. The target grows a barbed tail. As a bonus action, it can make a natural weapon attack with this tail against a creature it can see within 10 feet, adding its Strength modifier to attack and damage rolls with this tail. On a hit, it deals 1d10 piercing damage and the target is grappled by its tail. A creature grappled this way can use its action to make a DC 20 Strength check, breaking free of the grapple on a success.
- Ghour. As a bonus action, the target emit a terrible bellow. Creatures of its choice within 60 feet must succeed on a DC 20 Constitution saving throw or become stunned until the start of its next turn. A creature that succeeds on this saving throw is deafened until the start of its next turn instead.
- Goristro. As a bonus action, the target performs a rampaging charge, choosing a direction, or determine one at random by rolling a d8. It charges forward 30 feet in that direction without provoking opportunity attacks. Each creature whose space the target enters must succeed on a DC 20 Strength saving throw or take 2d10 bludgeoning damage and be knocked prone. If the creature determined its direction randomly, creatures make this save with disadvantage. This charge stops early if the creature collides with an object solid enough to slow its movement, such as a stone wall or a corporeal Gargantuan creature.
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.
Cults devoted to Baphomet use mazes and complex knots as their emblems. They create 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, a cultist of Baphomet becomes tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the cultist’s forehead. In time, a devoted cultist might 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 burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all civilization.
Baphomet wields a great glaive called Heartcleaver. He also charges his enemies and gores them with his horns, trampling his foes into the earth and rending them with his teeth like a beast.
Read or paraphrase the following text when Baphomet uses his Civilization’s Doom trait:
Guttural sounds tell you Baphomet is starting to get tired—at least, as much as the 20-foot tall minotaur can tire. Fighting in this way hasn’t granted the great fiend the edge he is used to. Grabbing Heartcleaver and raising it above his great horns, Baphomet calls out to the Abyss.
The light all around you begins to fluctuate, like liquid metal and fractures of glass. The entire region you were fighting in looks exactly the same, but looking around, Baphomet and your companions are missing. Walking about, you fall through fractals of reality, moving from one chamber to another within an ephemeral maze.
And still, you feel the Horned King hunting you—feel the rumbling of his great bulk as he shifts through the reality maze. Your battle is far from over.
Lair and Lair Actions
Baphomet’s Lair
Baphomet’s lair is his palace, the Lyktion, which is on the layer of the Abyss called the Endless Maze. Nestled within the twisting passages of the planewide labyrinth, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace is a towering structure whose interior is as labyrinthine as the plane on which it stands; it is populated by minotaurs, goristros, and quasits all of which appear in the Monster Manual.
Lair Actions
On initiative count 20 (losing initiative ties), Baphomet can take one of the following lair actions; he can’t take the same lair action two rounds in a row:
Illusory Room. Baphomet casts mirage arcane, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20. Charisma is Baphomet’s spellcasting ability for this spell.
Reverse Gravity. Baphomet chooses 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. Baphomet 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.
Seal the Way. Baphomet 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 Baphomet takes this lair action again.
Regional Effects
The region containing Baphomet’s lair is warped by his magic, creating one or more of the following effects:
Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage.
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 of the lair become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby.
Curse of the Mighty. Creatures who rest within 1 mile of the lair must succeed on a DC 18 Wisdom saving throw or gain the following flaw, which can be removed by a greater restoration or wish spell, or when Baphomet is defeated: “Only a fool would trust someone weaker than themselves."
If Baphomet dies, these effects fade over the course of 1d10 days.
Cultists of Baphomet
Baphomet grants his cultists special abilities. All his devotees gain the Labyrinthine Recall trait below. He grants his rank-and-file followers the Unerring Tracker trait, and cult leaders gain the Incite the Hunters trait.
Labyrinthine Recall. This creature can perfectly recall any path it has traveled.
Unerring Tracker. As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current distance and direction to the target if it is on the same plane of existence. The link ends if this creature is incapacitated or if it uses this ability on a different target.
Incite the Hunters (Recharges after a Short or Long Rest). As an action, this creature allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally’s Unerring Tracker.
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