Immutable Form. Baphomet is immune to any spell or effect that would alter its form.
Innate Spellcasting. Baphomet's spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components:
- at will: detect magic, hunter's mark
- 3/day: absorb elements, dispel magic, dominate beast, maze
- 1/day: teleport,
Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell.
Legendary Resistance (5/day). If Baphomet fails a saving throw, he can choose to succeed instead.
Magic Weapons. Baphomet's weapon attacks are magical.
Reckless. At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls he makes 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.
Unerring Hunter. When Baphomet casts hunter's mark, it magically creates a psychic link with the spell's target. For the next hour, Baphomet always knows the exact location of the target if it is on the same plane of existence.
Multiattack. Baphomet makes four attacks in any combination with its bite, trample, unholy water or Heartcleaver.
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) piercing damage and as Baphomet preforms a display of utter savage, any creature within 60 feet of Baphomet that can see the attack must succeed on a DC 22 Wisdom saving throw or be frightened until the end of its next turn.
Heartcleaver. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 26 (3d10+10) slashing damage plus 18 (4d8) necrotic damage. If the attack is a critical hit, the target must succeed on a DC 22 Constitution saving throw or lose a limb with an effect determined by the DM.
Gore. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 65 (10d10 + 10) piercing damage.
If the attack is a critical hit, the creature is impaled on Baphomet's horns. An impaled creature is restrained, moves with Baphomet and cannot regain hit points until it is freed. It can use its action to free itself by succeeding on a DC 20 Strength (Athletics) check.
If Baphomet moves at least 30 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 55 (10d10) piercing damage.
If the target is a creature and is not impaled by the horns, it must succeed on a DC 27 Strength saving throw or be pushed up to 30 feet away and knocked prone.
Trample. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 29 (3d12+10) bludgeoning damage and the target must succeed on a DC 22 Strength saving throw or is knocked prone and restrained beneath Baphomet's foot until Baphomet moves off the target or until the target frees itself by suceeding on a DC 20 Strength (Athletics) check.
Unholy Water. Melee or Ranged Spell Attack: +14 to hit, reach 10 ft. or range 120 ft., one target. Hit: The target is covered in unholy water. Until a creature uses an action to clean the unholy water off, the target is poisoned, takes 14 (4d6) necrotic damage at the start of each of its turns and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If the target is a celestial, it is considered to be vulnerable to this damage, which cannot be reduced in any way.
Call to Hunt (Recharge 5–6). Baphomet lets out a deafening roar, which is answered by the calls of war horns in the distance. As the roar's echo slowly fades, those who speak abyssal can understand Baphomet's words - the Horned King is calling his servants to the hunt. 7 (2d4+2) minotaurs appear, lead by a goristro. Creatures summoned in this way can cast hunter's mark each once per day, requiring no concentration, and remain for 1 hour or until Baphomet is defeated.
Master of the Maze. Baphomet creates a nonmagical wall of stone as per the wall of stone spell within 300 feet of him, consisting of up to five 10-foot-by-10-foot panels. The wall's panels can only be connected in a straight line or in a 90-degree angle.
Rampage (3/day). Baphomet enters a rage. Until the end of his next turn, Baphomet can take an additional legendary action, he has resistance to bludgeoning, piercing and slashing damage and his attacks score a critical hit on a rol of 18, 19 or 20 on the d20.
Deadly Horns. In response to an enemy moving in to within 15 feet of Baphomet, he tucks in his head and presents his horns. If the enemy continues to move and enters Baphomet's reach of 10 feet, Baphomet makes a gore attack against it.
If the enemy was using a charging attack or similar ability that requires them to move in a straight line for a certain distance and Baphomet hits with his gore, the damage their attack deals is reduced by the amount of damage Baphomet deals with his gore.
Baphomet can take 5 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.
Attack. Baphomet makes an attack with his heartcleaver, bite or unholy water.
A-maze-ing Magic. Baphomet uses his Master of the Maze or casts one of his spells.
Whirlwind Strike (Costs 2 Actions). Baphomet swings his Heartcleaver around, making an attack against each creature within 10 feet of him.
Incite the Hunters (Costs 3 Actions). Baphomet commands up to six creatures friendly to it to attack a target it marked with his hunter's mark spell. Each of these creatures can use its reaction to move up to its speed and to make one melee attack against the target.
Enraging Presence (Costs 3 Actions). Any creature within 60 feet of Baphoment that is concentrating on a spell must make a DC 22 Wisdom saving throw. On a failure, a creature loses concentration and on its next turn, it has to take the Attack action and cannot take a bonus action.
If a creature fails the saving throw by 5 or more, it loses control of itself and has to target the creature closest to it with its attacks on its next turn. If there are multiple viable targets, it chooses the target randomly.
Goring Rush (Costs 3 Actions). Baphomet charges up to its speed in a straight line towards a creature and uses its gore against it. Any other creature in Baphomet's path must make a DC 26 Dexterity saving throw. On a failure, it takes 27 (5d10) bludgeoning damage, is knocked prone and thrown up to 15 feet away. On a success, it is moved harmlessly out of Baphomet's path.
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.
Lair and Lair Actions
Baphomet's lair is his palace, the Lyktion, which is located on the 600th layer of the Abyss, the Endless Maze. As the name suggests, this layer is a sheer infinite maze with the Lyktion at its center, which is immaculately maintained and surrounded by a moat that resembles a three-dimensional maze by itself. The interior of the Lyktion is as labyrinthine as the entire layer of the Abyss it is located in and patrolled by minotaurs, goristros and quasits.
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.
- Shift Maze. Baphomet switches the positions of up to thee rooms within the lair. Any creatures in one of the affected rooms are moved with the room to the new location.
Previous Versions
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