Devil's Sight. Magical darkness doesn't impede the Baddonix's darkvision.
Magic Resistance. Baddonix has advantage on saving throws against spells and other magical effects.
Steadfast. Baddonix cannot be frightened while it can see an allied creature.
Multiattack. Baddonix makes two attacks with its chains or, if able, burns targets grappled by his chains.
Chain. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) slashing damage. The target is grappled (escape DC 15) if Baddonix can grapple two targets, one with each of his chains. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.
Flaming Chains (Recharges 6). Creatures grappled by Baddonix must make a DC 15 Dexterity save, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one.
Unnerving Mask. When a creature Baddonix can see starts its turn within 30 feet of the him, Baddonix can create the illusion that it looks like one of the creature's departed loved ones is being flayed alive. If the creature can see Baddonix, it must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its turn.
Previous Versions
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5/24/2019 1:22:52 AM
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85
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11/15/2020 4:40:56 PM
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170
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3
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Coming Soon
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