Feral Instinct. Skesgav gains advantage on initiative rolls.
Deadly Critical. Skesgav scores a critical on a 19 or a 20, and rolls one extra damage die on a critical hit with a melee attack.
Dreadful.Skesgav can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Skesgav must succeed on a DC 21 Wisdom saving throw or be frightened until the start of the creature's next turn.
At will: alter self (can become Medium when changing his appearance),detect magic, inflict wounds (as an 4th-level spell), invisibility (self only), major image
3/day each: counterspell, dispel magic, fly, wall of fire
1/day each: dominate monster, symbol (pain only)
Legendary Resistance (3/Day). If Skesgav fails a saving throw, he can choose to succeed instead.
Magic Resistance. Skesgav has advantage on saving throws against spells and other magical effects.
Multiattack. Skesgav makes three attacks melee attacks, or two with his Fire Ray.
Greatsword of Life Stealing. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 2d6+5 slashing damage, plus 1d6 fire damage, plus 10 necrotic damage if critical.
Fire Ray. Ranged Spell Attack: +8 to hit, range 120 ft, one target. Hit: 3d6 fire damage.
Devil Captain's Call. When Skesgav targets only one creature with all the attacks of his multiattack, he can choose one ally he can see within 30 feet. That ally can use its reaction to make one melee attack against a target of its choice.
Attack. Skesgav attacks once with his greatsword
Cast a Spell (Costs 2 Actions). Skesgav casts a spell.
Demonic Movement. Skesgav moves up to his speed without provoking opportunity attacks.
Description
A tall (nearly 7’) and imposing half-orc male. He carries a jagged greatsword of life stealing. Demands absolute loyalty from his crew. He’s a bit of a sadist.
Lair and Lair Actions
Skesgav seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet creates this effect again
Skesgav chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Skesgav can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it.
Skesgav creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Skesgav can move the illusory duplicate a distance equal to his walking speed (no action required).
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