Ghozlabuh

> "You dare challenge the Prince of Beasts, Ghozlabuh? I have news for you, traveler, adventurer, what ever you call the scum that is yourself, this won't be an easy battle! When I kill you, you shall understand your place, even Nisyn won't be able to bring you back from my destruction!"
>
> Ghozlabuh after meeting the player in Ghozlabuh's Underground Palace

## Ghozlabuh

Ghozlabuh sitting on his throne in his Underground Palace, holding the handle of his large glaive, Heartcleaver.

### Aliases

Prince of Beasts
Demon Lord of Minotaurs
Horned King
Baphomet

### Relatives

Xan (father)
Koggadul (son)
Dolvag (son)
 Bedasuthom (son)
 Rorzoruth (son)
 Ragdromach (son)

### Affiliation

Minotaurs
Were-creatures
Animals

## Biographical information

### Date of birth

Shortly after the many dimensions first began being populated (5,000~ years ago, 4,068 years before 0)

## Physical description

### Species

Demon
Deity

### Eye color

Shifts between Red and Black

***Ghozlabuh** (pronounced gawz*-lah-buh), also known as ***Baphomet***, is the leader of all Minotaurs, Were-creatures, and beasts everywhere. He has control of many creatures, and has had many affairs with human women, spawning many unknown children, which he views as awful half-breeds. He was born as a creation of ***Xan's***, one of his children, specifically to manage nightmare beasts such as Were-bears. He resides in ***his Underground Palace,*** with two of his full-blooded children, ***Koggadul, the goat demon***, ***Dolvag, the Minotaur***. He also is the father to ***Bedasuthom***, ***Rorzoruth***, and ***Ragdromach***.

## ***Creation***

According to the ***Celestialism*** mythos, after ***D*** was being populated with creatures from people's nightmares, such as Shadow Demons, ***Xan*** decided to create a son to manage the creatures of people's nightmares, ***Ghozlabuh***. He left him to manage all of the monsters, and left to then create ***Lilith***.

## ***Creation of his Children***

According to the ***Celestialism*** mythos, for the next three thousand years, he created a new child every one thousand years.

4,000 years ago, he created ***Ragdromach, the Balor,*** by taking some hair from his tail, and forming him.

3,000 years ago, he created ***Rorzoruth, the Goristro,*** by taking some of the skin from his horns, and forming him.

2,000 years ago, he created ***Bedasuthom, the Glabrezu,*** by taking some of the skin from his arms, and forming him.

Soon after the creation of ***Bedasuthom***, he stopped the practice of creating full-blooded children. For the next two-thousand years, he kidnapped human women, and raped them forcefully. After the tiefling children were born, he discarded them, and if he didn't kill their mothers from the childbirth, they'd be discarded as well. Forced into the world, these children later hid these powers from everyone. He stopped this in 916 however, and created two new kids shortly after.

15 years ago, the less powerful ***Dolvag, the Minotaur***, was created, again, from the hair from his tail.

5 years ago, the less powerful ***Koggadul, the goat demon***, was created, again, from the hair from his tail.

After ***Koggadul*** was created, ***Ghozlabuh*** stayed in ***his Underground Palace***, and hasn't left since.

## ***In-Game Stats***

### ***Challenge Rating, AC, HP, Speed, Modifiers and Saving Throws***

* **Challenge:** 23 (50,000 XP)
* **Armor Class:** 22 (natural armor)
* **Hit Points:** 171-380 (19d12+152)
* **Speed:** 40 ft.

* **STR:** 30 (+10)
* **DEX:** 14 (+2)
* **CON:** 26 (+8)
* **INT:** 18 (+4)
* **WIS:** 24 (+7)
* **CHA:** 16 (+3)

* **Saving Throws: DEX** +9, **CON** +15, **WIS** +14
* **Skills: Intimidation** +17, **Perception** +14

### ***Resistances, Immunities, Senses, and Languages***

* **Damage Resistances:** cold, fire, lightning
* **Damage Immunities:** poison; and bludgeoning, piercing and slashing from nonmagical attacks
* **Condition Immunities:** charmed, exhaustion, frightened, poisoned

* **Senses:** truesight 120 ft, passive perception 24

* **Languages:** All, telepathy 120 ft.

### ***Traits***

* ***Charge:*** If ***Ghozlabuh*** 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 16 (3d10) 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.
* ***Labyrinthine Recall: Ghozlabuh*** can perfectly recall any path he has traveled, and he is immune to the maze spell.
* ***Legendary Resistance*** *(3/Day):* If ***Ghozlabuh*** fails a saving throw, he can choose to succeed instead.
* ***Magic Resistance: Ghozlabuh*** has advantage on saving throws against spells and other magical effects.
* ***Magic Weapons: Ghozlabuh's*** weapon attacks are magical.
* ***Reckless:*** At the start of his turn, ***Ghozlabuh*** can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.

### ***Actions***

* ***Multiattack: Ghozlabuh*** makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.
* ***Heartcleaver (Melee):*** Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 23 (2d10 + 12) slashing damage, and 7 (1d12) necrotic damage.
* ***Heartcleaver (Ranged):*** Ranged Weapon Attack: +17 to hit, reach within sight., one target. Hit: 13 (1d10 + 12) piercing damage, and 3 (1d6) necrotic damage. If the attack roll is higher than the opponent's AC *(not including bonuses)*, ***Heartcleaver*** instantly impales *(double damage)* the opponent after they roll a failed DC: 17 Dexterity Save Throw. When impaled, every form of damage dealt to the afflicted opponent *(regardless of source)* is doubled, and the opponent slowly bleeds out every round. The bleeding out is equal to 5 percent of their maximum health dealt as damage, until ***Heartcleaver*** is removed, or the opponent dies. In order to remove an impaled ***Heartcleaver***, the afflicted opponent must succeed a DC: 17 Strength Save Throw, to pull ***Heartcleaver*** out. *(Example: The attack roll is 19 plus 12 attack roll bonus, and the opponent's AC is 17. 19 is greater than 17, so **Heartcleaver's** ranged attack will attempt to impale the opponent. The opponent fails the Save Throw, and they are impaled, dealing double damage. If they succeed the Save Throw, the attack does half damage, and only grazes a part of the opponent's body.)*
* ***Bite:*** Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage.
* ***Gore:*** Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) piercing damage.
* ***Frightful Presence:*** Each creature of ***Ghozlabuh's*** choice within 120 feet of him and aware of him must succeed on a DC: 18 Wisdom saving throw or become frightened for 1 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. These later saves have disadvantage if ***Ghozlabuh*** is within line of sight of the creature.

### ***Legendary Actions***

***Ghozlabuh*** 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. ***Ghozlabuh*** regains spent legendary actions at the start of its turn.

* ***Multiattack:*** ***Ghozlabuh*** makes three attacks: one with ***Heartcleaver***, one with his bite, and one with his gore attack.
* ***Scream of Expulsion: Ghozlabuh*** screams a primal scream, sending waves through his lair. All magic casted by anyone is dispelled. This doesn't include amulets, weapon magical traits, it instead includes such things as; *a summoned elemental*, *mage armor, artificially increased health,* or *a prolonged damage attack (fire, acid, etc.)*.
* ***Shockwave: Ghozlabuh*** slams into the ground with his foot, sending shockwaves around the floor that repels everything around him, pushing anything below 250 lbs away. Anything below 50 lbs is launched 120 ft; 50-100 lbs is launched 90 ft, 100-150 is launched 60 ft, 150-200 lbs is launched 30 ft, and 200-250 lbs is launched 15 ft, and anything 250 lbs above is immovable with this tactic.
* ***Inflicter of Blindness: Ghozlabuh*** snaps his fingers, and attempts to make everything living near him blinded. In order to prevent blindness, the victim must roll a successfully on a DC: 18 Constitution saving throw, or they will be blind for the rest of their turn. Every turn, the victim must attempt to role successfully until they succeed.

### ***Lair Actions***

On initiative count 20 (losing initiative ties), ***Ghozlabuh*** can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:

* ***Ghozlabuh*** seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until ***Ghozlabuh*** creates this effect again.
* ***Ghozlabuh*** chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. ***Ghozlabuh*** can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it.
* ***Ghozlabuh*** casts mirage arcane, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20.

### ***Regional Effects***

The region containing ***Ghozlabuh's*** lair is warped by his magic, creating one or more of the following effects:

* Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.
* Beasts within 1 mile of the lair become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby.
* If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into ***the Madness of Ghozlabuh***. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If ***Ghozlabuh*** dies, these effects fade over the course of 1d4 days.

***Madness of Ghozlabuh:*** If a creature goes mad in ***Ghozlabuh's*** lair or within line of sight of the demon lord, roll on the ***Madness of Ghozlabuh*** table to determine the nature of the madness, which is a character flaw that lasts until cured.

1. ***Partial Madness*** (1d4 rolled as 1, causes a 10% chance of a failed attack for 24 hrs, roll a 1d10 before battle, has to be 1 or above to succeed);
2. ***Minor Madness*** (1d4 rolled as 2, causes a 25% chance of a failed attack for 24 hrs, roll a 1d4 before battle, has to be above 1 to succeed);
3. ***Fearful Madness*** (1d4 rolled as 3, causes a 50% chance of a failed attack for 24 hrs, roll a 1d4 before battle, has to be above 2 to succeed);
4. ***Doomed Madness*** (1d4 rolled as 4, causes a 75% chance of a failed attack for 24 hrs, roll a 1d4 before battle, has to be above 3 to succeed);