Traits. Ba'Tel Al'Kashar has the following traits.
- Ruination - Improved Ruthless. Ba'Tel will attempt to permanently maim enemies and/or destroy items.
- Ignorance in Madness - Martial and Arcana checks are made at disadvantage. Ba'Tel can also contest Martial and Arcana checks that might otherwise succeed, sowing madness on the battlefield. If he rolls a deception check that exceeds the roll made, the check fails.
- Deadly - Ba'Tel does greater than average damage for a similar character of his level.
- Martial Adept - Advantage on Martial Clashes and has specific abilities that allow him to trigger Martial Clashes.
Initiatives. Ba'Tel has three initiatives. Each initiative has a separate triggered action and action tree. DM will roll to determine order of the initiatives at the start of combat.
- Madness
- Incite Madness - As a triggered action, Ba'Tel emits a 30 ft. aura effect. All creatures that start his turn within the aura must make a DC 18 Charisma Saving Throw. On a failure, that creature takes 2d6 psychic damage. This damage increases by another d6 for each enemy outside of the aura.
- The Truth In Madness - When Ba'Tel successfully hits an enemy creature within this initiative, the enemy creature is marked for madness. If the creature is marked 5 times, Ba'Tel will instantly trigger a Tier 4 (Advantaged) Martial Clash against that creature in an attempt to break its mind. If successful, that creature will regard Ba'Tel as their closest ally and master and fight against any who oppose him for 1d4 rounds.
- Arcana Check of 20 or higher or a dispel magic cast reveals that this effect can be dispelled (DC 14) ability check. For each point over 14 that the dispel succeeds by, an additional instance of the mark can be removed. On a failure, Ba'Tel regains one Daelkyrian Brand.
- Hellfire
- Incite Hellfire - As a triggered action, Ba'Tel will raise his sword above his head pulling void and fire energy into it. He will then release the energy stored. All enemies in a 20 ft. cone must succeed on a DC 18 Dexterity saving throw or take 5d6 fire and 5d6 void damage (half damage on succeess).
- Burning Fury - When Ba'Tel successfully hits an enemy creature within this initiative, the enemy creature is marked to burn. If the creature is marked 5 times, Ba'Tel will immediately trigger a Tier 4 (Advantaged) Martial Clash against that creature to attempt to destroy one of its magical items.
- Arcana Check of 20 or higher or a dispel magic cast reveals that this effect can be dispelled (DC 14) ability check. For each point over 14 that the dispel succeeds by, an additional instance of the mark can be removed. On a failure, Ba'Tel regains one Daelkyrian Brand.
- Ruin
- Incite Ruin - As a triggered action, Ba'Tel makes a range spell attack (+10 to hit) at the furthest enemy creature with 60 ft. On a hit, the enemy takes 2d10 fire damage and must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
- Tear the Veil - When Ba'Tel successfully hits an enemy creature within this initiative, that creature is marked to be torn. If the creature is marked 5 times, Ba'Tel will instantly trigger a Tier 4 (Advantaged) Martial Clash against that creature to attempt to remove one of its limbs from its body and burn it to ash.
- Arcana Check of 20 or higher or a dispel magic cast reveals that this effect can be dispelled (DC 14) ability check. For each point over 14 that the dispel succeeds by, an additional instance of the mark can be removed. On a failure, Ba'Tel regains one Daelkyrian Brand.
Special Abilities (Can Be Used On Any Initiative, expending a Daelkyrian Brand)
Daelkyrian Brand. Ba'Tel's body is marked by hellish scars and brands that he can expend to use the following abilities. Ba'Tel has a number of brands equal to twice his CR. If Ba'Tel is hit with an AOP he regains one brand.
Coward's Doom (2 Brands). Once per round, Ba'Tel selects the enemy creature with the lowest count of marks. (*Where multiple creatures are tied the target is randomly selected.*) He will instantly teleport to that creature and make a melee weapon attack. If the attack is successful, the creature takes an additional #d6 fire damage, where # is equal to the number of marks currently active.
Impending Demise (2 Brands). One per round, Ba'Tel will randomly select and enemy creature point to the ground an command it to grovel before his might. The creature must succeed on a DC 18 Charisma saving throw or take 4d8 void damage and be knocked prone (half damage on success). Ba'Tell will attack this creature on his next initiative.
Daelkyr's Call (2 Brands). Once per round, Ba'Tel will let loose an maddening yell of anguish and lust. All creatures outside of 20 ft. but within 300 ft. must succeed on a DC 18 Charisma saving throw or be pulled up to 60 ft. towards Ba'Tel.
Burn Away (3 Brands). As a reaction, Ba'Tel can attempt to counterspell a spell cast by an enemy creature.
Hell Itself (6 Brands). Once per combat, Ba'Tel can attempt to manifest the hells around him. Roll a d100. On a 20 or lower, all squares within 100 ft. of Ba'Tell begin to emit hellfire and void flame. For the remainder of combat, each round all players will take
Multi-Attack. On each of his turns, Ba''Tel makes two attacks with Daelkyrian Ruin.
- Daelkyrian Ruin (Flaming Greatsword). Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 16 (2d6 + 9) slashing damage 7 (2d6) fire damage and 7 (2d6) void damage.
Improved Reaction. Ba'Tel has one reaction per initiative.
Attack of Opportunity. When an enemy creature leaves Ba'Tel's 10 ft. reach, he can use his reaction to make an attack of opportunity.
Description
Ba'Tel Al'Kashar is a hulking daelkyrian general. He wields a greatsword of liquid fire, and smoke and flames billow out from his eyes and mouth, and the great cracks in the chitonous armor that surround him. Despite his fearsome presence, there is a maddening beauty about him. As if, when one looks into the swirling chaos and violence of eternal torment long enough, they begin to yearn for it.
Ba'Tel's tactics are as follows.
- Ba'Tel will focus his attacks and damage upon the nearest person with deific powers.
- Ba'Tel when an enemy is downed, Ba'Tel will prioritize killing them and ruining them above defeating other enemies.
- Ba''Tel can be reasoned with via great flattery and offers of subjugation and slavery.
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