Large Fiend, Chaotic Evil
Armor Class 18 (plate armor)
Hit Points 218 (19d10 + 114)
Speed 40 ft.
STR
22 (+6)
DEX
11 (+0)
CON
23 (+6)
INT
7 (-2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +11, CON +11, WIS +8
Skills Perception +11
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 19
Languages Abyssal, Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Charge. If the minotaur 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 17 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 20 feet away and knocked prone.

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.

Actions

Multiattack. The minotaur makes two melee attacks, only one of which can be a gore attack. If an attack hits, it can cause it to create an additional effects of his choice (each effect can be used only once per Multiattack):

  • The attack deals an extra 18 (4d8) necrotic damage
  • The target must succeed on a DC 17 Constitution saving throw or be stunned until the start of the minotaur's next turn.
  • If the target has 25 hit points or fewer after taking the damage of the attack, it must succeed on a DC 17 Constitution saving throw or die.

Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 26 (3d12 + 6) slashing damage.

Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 23 (3d10 + 6) piercing damage.

 

Legendary Actions

The minotaur can take 3 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. The minotaur regains spent legendary actions at the start of its turn.

Detect. The minotaur makes a Wisdom (Perception) check.

Charge (Costs 2 Actions). The minotaur moves up to its speed, then make a gore attack.

Stir Rage (Costs 3 Actions). The minotaur targets a creature that it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw. On failure, the creature takes 17 (3d10) psychic damage and uses its reaction to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, it moves up to its speed to get closer to the nearest creature.

Description

Great was the blood letting that day! The ice became red slush for a league or more. The minotaurs went mad with it, shrieking at the sky. Some of them, they drop their axes and leap on my fellows, biting off limbs and heads with their teeth. We cut them bad, sliced them open and still they would not stop eating the spilt gore. There is no wit in their heads when the blood song sings, only the desire to maim and eat. Several of my cousins and one of my brothers died like this. He died screaming. It was not a good death. —Holger Algersson, Norse Mercenary.

Chosen of Baphomet

Lord of Carnage. Chosen of Baphomet, also known as Bloodcallers, the Fathers of Rage or simply as Minotaur Lords are the strongest and most ferocious of all minotaurs, towering bull-headed and cloven-hoofed beasts almost as broad as they are tall. Little more intelligent than their lesser kin, they are instead set above others of their kind by the sheer animal intensity of their hunger for flesh, and their inherent ability to invoke this intense bloodlust in others. As with human champions, a chosen of Baphomet may swear allegiance to the demon lord and this is often reflected in their appearance. Chosen of Baphomet often have red-tinged flesh and fur, and their horns are sheathed in heavy brass. They decorate their bodies with many gory trophies, and jewelry looted from others is hammered into their bare flesh and hung on their horns.

Leader of the Herd. Though no master of strategy or battle doctrine, a chosen of Baphomet is capable of leadership, of a sort. It is he that bellows the raw will of the Horned King, triggering a terrifying stampede that can only end when the horde's unnatural thirst is quenched with the blood of men. As the chosen’s army smashes its way through the dark woods, the undergrowth is flattened and trees toppled all around. This is a truly horrifying sight for the occupants of any settlement in its path, for it spells certain and violent death. Yet even forewarned by the cacophony of the stampede's approach, the defenders of such fortifications are truly doomed, for the chosen of Baphomet and his minotaurs will be upon them in short order.

Optional: Call of the Horned King

Gorebull and Chosen of Baphomet can conduct brutal and simple ceremonies inside a labyrinth, stirring the rage and greed for destruction inside those connected to primal forces. Barbarians, druids, rangers and their kin are especially vulnerable to these brutal inclinations, no matter where their allegiance lies. When the ceremony is happening these characters experience a sudden burst of rage and hunger, like nothing they felt before:

  • While the Call of the Horned King is in effect, all barbarians, druids and rangers within a mile (as determined by the DM) must succeed on a DC 15 Wisdom saving throw or suffer from the indefinite madness of Baphomet, until cured.

 

Madness of Baphomet

d100 Indefinite Madness

01- 20 "My anger consumes me. I can't be reasoned with when my rage has been stoked."

21- 40 "I degenerate into beastly behavior, seeming more like a wild animal than a thinking being."

41- 60 "The world is my hunting ground. Others are my prey."

61- 80 "Hatred comes easily to me and explodes into rage."

81- 00 "I see those who oppose me not as people, but as beasts meant to be preyed upon.

 

Habitat: Underdark

EleKTriiK

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