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 9 (2d8) piercing damage. If the target is a creature it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and be knocked prone.
Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled.
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.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
Heartcleaver (Glaive). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 6) slashing damage.
Description
Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss is controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to shape it and seize it.
Mostly Immortal. A demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.
Lair and Lair Actions
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