Death Throes. When Barlo dies, it explodes, and each creature within 30 feet of it 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, and it destroys anything withing 3ft of Barlo.
Fire Aura. At the start of each of Barlo's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Barlo or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Magic Resistance. Barlo has advantage on saving throws against spells and other magical effects.
Magic Weapons. Barlo's weapon attacks are magical.
Multiattack. Barlo makes two attacks: one with its longsword and one with its 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 Barlo scores a critical hit, it rolls damage dice three times, instead of twice.
Whip. Melee Weapon Attack: +14 to hit, reach 20 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 10 feet toward Barlo.
Teleport. Barlo magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Barlo can take 2 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. Barlo regains spent legendary actions at the start of its turn.
Paralyzing Touch (Costs 2 Actions). Barlo uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Barlo fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Barlo's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the Barlo must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Barlo can take a lair action to cause one of the following magical effects; the Barlo can’t use the same effect two rounds in a row:
- Barlo targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Barlo to the target. Whenever Barlo takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Barlo takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Barlo or the target is no longer in Barlo’s lair.
- Barlo calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one acreature that Barlo can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
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