Tiny Aberration, Chaotic Good
Armor Class 10 Evasion
Hit Points 18 (6d4 + 4)
Speed 20 ft., Fly 40 ft.
STR
12 (+1)
DEX
16 (+3)
CON
10 (+0)
INT
14 (+2)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws INT +4, CHA +6
Skills Deception +4
Senses Truesight 50 feet, Passive Perception 14
Languages Any it has heard for one hour.
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Spellcasting. The Baernor is an Innate spellcaster. Its spellcasting ability is Charisma (spell save DC 10, +0 to hit with spell attacks). The Baernor has following spells prepared: 

At Will: Minor Illusion, Disguise Self 
1/day: Arcanist's Magic Aura, Programmed Illusion 

Born Trickster. Baernor are born tricksters, nothing pleases them more then a trick well done. Add the Baernor's Charisma modifier to any check it makes to carry out a prank or similar non-harmful trick.   

Actions

Enact Trick. The Baernor uses telekinesis to enact one of it's pre-prepared actions, which must not be capable of causing direct harm to any creature. 

Claws. Melee Weapon Attack: +5 to hit, reach 3 ft., 1 target. Hit: 3 (1d4 + 2) slashing damage. 

Reactions

Defensive Illusion. When reduced to half it's hit points the Baernor performs one of four defensive actions. Roll 1d6 to determine which.

1-3. The Baernor's AC increases by 1d4 for 1d8 rounds.

4. The Baernor becomes invisible for 1d6 rounds.

5. The Baernor teleports to any open space between 30 and 40 feet away.

6. The Baernor teleports to it's lair, if it is already in it's lair it falls prone and regains 1d4 hit points. 

Description

Hailing from a distant world, the Baernor are magical tricksters who use telekinesis and illusion magic to create intricate pranks and tricks.

Spawn of the Balor.  In days long past, the Baernor were forged as spies by rogue Balor. However, the Balor's creation did not share the demons' embrace of evil domination, instead channeling their power to flee from their enraged creators.

Devilish Alterations. The surviving Baernor were captured by devils and brought before Asmodeus. Impressed by their rapidly growing knowledge of Infernal, Asmodeus spared them, instead choosing to transform them into tricksters. He failed to reverse their chaotic nature, and sent them back to the Abyss in spite of the Balor's failure.

Banishment. Upon return to the Abyss, the Baernor were cast to a distant part of the material plane to die. Some, however, found their way into Demogorgon's court, where they were quickly slain.

Arrival in the Material Plane. The Baernor did not arrive on the intended world. They instead arrived on a realm bordering the Forgotten Realms, Stenlor. They eventually made their way to the Forgotten Realms, already changed completely from their fiendish origins. They eventually spread across the Material Plane.

Alien Nature. Baernor do not require air, food, water or sleep.  

Previous Versions

Name Date Modified Views Adds Version Actions
12/11/2020 8:16:41 PM
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DungeonMasterSwampness

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