Death Throes. When Baal is reduced to 0 hp, he explodes, and each creature within 30 feet of him must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried.
Frigid Resurrection (Mythic Trait; Recharges after a Short or Long Rest). When Baal is reduced to 0 hp and the Death Throes trait is activated, he doesn't die or fall unconscious. Instead, he immediately regenerates his body and regains 280 hit points. Also, all of his attacks and abilities that would deal fire damage now deal cold damage and don't ignite objects. Finally, his type is now Undead instead of Fiend.
Fire Aura. At the start of each of Baal's turns, each creature within 5 feet of him takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Baal or hits him with a melee attack while within 5 feet of him takes 10 (3d6) fire damage.
Magic Resistance. Baal has advantage on saving throws against spells and other magical effects.
Magic Weapons. Baal's weapon attacks are magical.
Multiattack. Baal makes two attacks: one with his longsword and one with his whip.
Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If Baal scores a critical hit, he rolls damage dice three times, instead of twice.
Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward Baal.
Teleport. Baal magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Baal 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. Baal regains spent legendary actions at the start of his turn.
Teleport. Baal uses his teleport ability.
Fly. Baal flies up to 40 ft. without provoking opportunity attacks.
Elemental Burst. Each creature within 15 ft. of Baal must succeed on a DC 18 Dexterity saving throw or else take 16 (4d8) fire damage. Taking half as much damage on a success.
If Baal's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Frigid Resurrection.
Icy Stare (Costs 2 Actions). Baal attempts to freeze a creature he can see. The target must succeed on a DC 20 Dexterity saving throw or else take 7 (2d6) cold damage. On a failure they will also have their movement speed reduced to 0 and automatically fail Dexterity saving throws until the end of their next turn.
Undead Regeneration (Costs 2 Actions). Baal regains 21 (4d10) hit points.
Description
Baal is a terrifyingly powerful balor commander with demonic runes carved into his flesh all across his body. Although Baal is already a force to be reckoned with, when you make use of his mythic trait he becomes a truly fearsome opponent for even the most powerful characters. When Baal uses his mythic trait the encounter takes a dark turn and the magic of the runes on his flesh regenerate his body, resurrecting him as a chilling, undead demon. His fire attacks now deal cold damage and he can select a mythic action when he uses a legendary action.
Read or paraphrase the following text when Baal uses his Frigid Resurrection trait:
"The demon's scattered remains suddenly begin to stir as ice forms on them. They launch towards each other and quickly reassemble, with ice filling in the spaces destroyed beyond repair. Baal roars as he cracks his, now frozen, whip."
Fighting Baal as a mythic encounter is equivalent to taking on two CR 21 creatures in one encounter. Award a party 66,000 XP for defeating Baal after he uses Frigid Resurrection.
Lair and Lair Actions
Baal resides within a demonic fortress that appears wherever his fiendish hordes have conquered. This highly defensible structure is guarded by an elite garrison of demon soldiers while Baal strategizes within.
Lair Actions. On initiative count 20 (losing initiative ties), Baal can take a lair action to cause the following effect.
- Baal calls for guards to find and attack intruders. 3 (1d4+1) demons of challenge rating 8 or lower appear before the player characters. This action cannot be used again until the encounter is complete.
Regional Effects. The region containing Baal's lair is warped by his presence. Which creates one or more of the following effects.
- The weather is a perpetual thunderstorm within 1 mile of the lair.
- Blood stains and scorch marks appear on all surfaces within 1/2 mile of the lair.
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