Demonic Essence (1/day). The Beast of Baphomet is an empowered champion of the Demon Lord Baphomet and as such receives a boon from its patron, it is granted +2 AC and can summon 2 Minotaur unoccupied spaces within a 120 ft area.
Hunter. The Beast of Baphomet has advantage on Perception checks that rely on smell.
Labyrinth Recall. The Beast of Baphomet can perfectly recall any path it has traveled, and it is immune to the maze spell.
Legendary Resistance (3/day). If the Beast of Baphomet fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Beast of Baphomet has advantage on saving throws against spells and other magical effect.
Maze Walker (1/day). The Beast of Baphomet can choose one creature to target, forcing it to make a DC 20 Intelligence saving throw or be banished into a mind-bending demiplane maze for 10 minutes. Whilst trapped, a creature can attempt to escape the maze by succeeding a DC 20 Intelligence saving throw at the end of each of its turns, returning automatically after 10 minutes if they haven't escaped to that point.
Multiattack. The Beast of Baphomet can make two Slam attacks and one Roar attack.
Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 8) bludgeoning damage. If the Beast moves at least 15 ft in a straight line, the creature takes an additional 17(3d6 + 8) piercing damage and must make a DC 20 Strength saving throw or be knocked back 10 ft and knocked prone.
Roar. Each creature within 60 ft. must succeed a DC 20 Wisdom saving throw or be frightened of the Beast of Baphomet for 1 minute. A creature that is currently being Hunted by the Beast makes this save with disadvantage. 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 the Beast of Baphomet is within line of sight of the creature.
Spellcasting. The Beast of Baphomet casts one of the following spells, requiring no material components and using Charisma as its spellcasting modifier (spell save DC 20):
3/day: Dispel Magic, Dominate Beast, Maze
1/day: Summon Fiend, Wall of Stone
Hunt. The Beast of Baphomet can attempt to hunt for any hidden creatures within 90 ft. using its keen sense of smell. The Beast makes a Perception check with advantage. If located, a creature becomes Hunted and cannot remain hidden for 1 hour. The Beast can automatically detect any creatures attempting to hide if they are missing any hit points.
Blood Rage. The Beast of Baphomet goes into a blood-fueled rage. Whilst in this state it has advantage on Strength and Dexterity checks and saving throws. It adds (2d6) damage to each of its attacks but takes (2d6) necrotic damage at the start of each of its turns whilst still in this state as its blood boils with demonic fury.
The Beast of 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. The Beast of Baphomet regains spent legendary actions at the start of its turn.
Attack (1 Action). The Beast of Baphomet can make one slam attack.
Rapid Dispersal (1 Action): The Beast of Baphomet can move half its movement without provoking attacks of opportunity.
Rampage (2 Actions). The Beast of Baphomet can move up to its full movement and make a Slam attack.
Labyrinth Pulse (3 Actions): 30-ft radius psychic shockwave; creatures of the Beast’s choice make a DC 20 Int save or take 24 (6d8) psychic damage and can’t take reactions until the start of their next turn, taking half damage and can still take reactions on a successful save.
Description
The Beast of Baphomet resembles a monstrous, hulking minotaur-like creature. Its body is covered in shaggy black fur, matted with the blood of its enemies, and its eyes burn with malevolent red light. Its head is adorned with massive, jagged horns, and its powerful hooves crack the ground beneath it. It hunts with keen sense of smell within the twisting labyrinths of Baphomet’s lairs, endlessly seeking slaughter.
Lair and Lair Actions
The Beast of Baphomet’s lair is the twisting mazes of the labyrinths surrounding its patron’s 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 minotaur, goristro, and quasit.
Lair Actions
On initiative count 20 (losing initiative ties), the Beast of Baphomet can take one of the following lair actions; he can’t take the same lair action two rounds in a row:
Echoes of the Horned King. Each creature of the Beast’s choice within 80 ft must make a DC 20 Wisdom saving throw or have disadvantage on their next attack roll or saving throw, whichever comes first. Creatures who succeed take no negative effects.
Goring Shadows. A 15 ft radius area that is centred on the Beast erupts with spectral horns and claws. The area becomes difficult terrain and any creatures that start their turn in this area must make a DC 20 Dexterity saving throw or take 10 (2d10) piercing damage and 10 (2d10) necrotic damage, taking half damage on a successful save.
Shifting Labyrinth. Within a room or area extending no further than 100 ft in any dimension, the walls begin to shift and turn. The Beast chooses up to three creatures it can see/sense or is Hunting within this area, those creatures must make a DC 20 Wisdom saving throw or treat 20 ft surrounding them as difficult terrain.
Regional Effects
Beguiling Paths. The paths and walls are twisting and ever changing. Travel takes twice as long when within 6 miles of the centre of Baphomet’s domain, non-magical maps are unreliable at best and wrong most of the time. Wisdom (Survival) checks made to navigate through the mazes are made with disadvantage and failing such checks by 5 or more causes creatures to end up unknowingly retracing their steps.
Scent of Blood. Creatures within 1 miles of the lair who are missing hit points will note animals will react more hostile than usual and the likeliness of encounters increases. Local creatures get advantage on Wisdom (Survival) checks to track creatures missing hit points. Creatures who attempt long rests within this region and are missing hit points must make a successful DC 15 Wisdom (Survival) check or be interrupted by the choruses of howls and roars of the Endless Maze, gaining no effects of a long rests and must reattempt.
Watchers in the Shadows. Creatures who survive encounters within 6 miles of the lair notice a bestial presence, hungry and powerful, watching them with successful Wisdom (Perception) checks. This effect can only affect one creature per day.
Previous Versions
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