Labyrinthine Recall. Aspect of Baphomet can perfectly recall any path he has traveled, and he is immune to the maze] spell.
Legendary Resistance (1/Day). If Aspect of Baphomet fails a saving throw, he can choose to succeed instead.
Non-Magic Resistance. Aspect of Baphomet takes 1d4(2) less damage from any non-magical effects.
Multiattack. Aspect of Baphomet makes one Bite attack, one Gore attack, and one Heartcleaver attack. He also uses Intensifying Presence.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d6 + 10) piercing damage.
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 8) piercing damage. If Baphomet moved at least 10 feet straight toward the target immediately before the hit, the target takes an extra 12 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Heartcleaver. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 8) force damage.
Intensifying Presence. Each creature of Aspect of Baphomet’s choice within 40 feet of him and aware of him must succeed on a DC 16 Wisdom saving throw or become frightened for 1/4 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.
Later rolls after the first get -1 on the save
If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Aspect of Baphomet’s Intensifying Presence for the next 24 hours.
Spellcasting. Aspect of Baphomet casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): 1/day each: dispel magic, , maze, wall of stone
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. Aspect of Baphomet regains spent legendary actions at the start of his turn.
Bull charge. Aspect of Baphomet moves up to half his speed and if any wall, tree, etc., is in the way it gets smashed
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.
Aspect of Baphomet appears as a fearsome, 11-foot-tall minotaur with 4 iron horns. A fiendish light burns in their red eyes. Although they are filled with bestial blood lust, there lies within them 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
Aspect of Baphomet’s Lair
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