Hear Name. Baphomet hears his name when spoken, regardless of distance or planar boundaries. If a creature speaks his name three times in the same breath, Baphomet learns the creature’s name and precise location, and can perceive through the speaker's senses for the next 10 minutes (60 rounds). He remains aware of his surroundings while using this connection. Baphomet can choose to terminate this connection early, requiring no action. Once per day, Baphomet can do something cool!!!
Bestial Juggernaut. Baphomet’s movement is unaffected by difficult terrain, and spells and othis magical effects can neithis reduce his speed nor cause him to be paralyzed or restrained. Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell. Legendary Resistance (3/Day). If Baphomet fails a saving throw, he can choose to succeed instead. Magic Resistance. Baphomet has advantage on saving throws against spells and othis magical effects.Multiattack. Baphomet makes three attacks. One Heartcleaver or Hooves attack, one Gore attack, and one Bite attack. If Baphomet has fewer than half his of his maximum hit points remaining, he may replace any of his attacks with a Gore attack. Desecration Breath (Recharge 5-6). Baphomet disgorges a torrent of unholy, bilious water in a 90 ft cone. Each creature in the area must make a DC ## Con save, taking poison plus necrotic damage on a failed save, or half as much damage on a successful one. The area becomes desecrated for the next hour. All non-evil creatures that start their turn in the area take 2d6 psychic damage. Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (3d10 + 10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone. Heartcleaver. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage. On a critical hit, roll a 1d8 to determine which additional effect the target suffers: 1. Decapitate. The target must succeed on a DC ## Constitution saving throw or Baphomet cuts off the target's head. The target dies if it can't survive without the lost head. A creature that doesn't have or need a head, or has legendary actions, instead takes an extra 27 (6d8) slashing damage. 2-4. Curse of Brutality.The target must succeed on a DC ## charisma saving throw or be cursed. while cursed, a creature's appearance becomes partially bestial, and the creature cannot cast spells of 5th level or higher. 5-7. Crush Bones. The target must succeed on a DC ## con save or suffer disadvantage on attack rolls and saving throws that use Strength until it completes a long rest. 8. Cleave Limb. The target must succeed on a DC 25 con save or lose a limb (target's choice) Hooves. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. The attack deals an additional 2d10 damage to a prone creature.