Magic Resistance. The Avatar of Baphomet has advantage of saving throws against spells and magical effects.
Reckless. At the start of its turn, the Avatar of Baphomet can gain advantage on all melee weapon attack rolls it makes during that turn, but attacks against it have advantage until the start of its next turn.
Balefire (1/day). The Avatar of Baphomet hurls a demonic ball of sickly green flame that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot radius sphere centered on that point must make a DC 11 Dexterity saving throw. A creature takes 3d6 fire damage and 1d6 necrotic damage on a failed save, or half as much on a successful one. The sphere spreads around corners.
Charge. If the Avatar of 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 2d8 piercing damage. If the target is a creature, it must succeed on a DC 15 Strength Saving Throw or be pushed up to 10 feet away and knocked prone.
Multiattack. The Avatar of Baphomet makes two attacks: one glaive attack, and one gore attack, or two glaive attacks.
Glaive. Melee weapon attack: +6 to hit, reach 10 ft., one target. Hit: 2d10+4 slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8+4 piercing damage.
Description
Description: Towering at 12 ft. tall, the Avatar of Baphomet is a terrible creature to behold. A goat's head rests on its muscled shoulders, covered in a coarse, black fur. Two, straight, blood-red horns jut out of its skull at an angle. Its arms and torso look like that of a man, bare and heavily muscled. Its legs, to, are covered in the same fur and end with cloven feet.
The Avatar of Baphomet is a favored servant of the Horned King and is a terrifying engine of death. Charging into battle with no concern for its own safety, the Avatar hacks at its victims with its glaive or impales them with its great horns. If, by some chance, the Avatar finds itself losing, it can call upon its master's corrupt energy to hurl a ball of Balefire at its foes.
Dramatic Entrance. The Avatar cannot be summoned by typical means. The only way it can enter the material plane is if the Prince of Avarice sends it. He usually does this when a cultist that has displeased him is foolish enough to ask for aid. When this occurs, Baphomet takes great pleasure in sending one of his Avatars through the unlucky soul. What follows is truly awful. The Avatar will enter the material plane by punching through the chest of the cultist, and then tearing a hole large enough for it to emerge, creating the impression that it is stepping out of the body. Needless to say, this kills the individual in a most excruciating manner.