Divine Aura. Barbatos can sense any lie told.
Legendary Resistance (5/day). Barbatos can use these to succeed on failed saving throws.
Magic Resistance. Barbatos gains advantage on saving throws from spells or other magical effects.
Spellcasting. Barbatos is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 26, +18 to hit with spell attacks). Barbatos has following Cleric/Paladin spells prepared:
Cantrips (at will): Toll the dead, Word of radiance
1st level (4 slots): Guiding Bolt, Searing Smite, Wrathful Smite
2nd level (4 slots): Branding Smite, Blindness/Deafness
3rd level (4 slots): Spirit Guardians, Spirit Shroud, Counterspell
4th level (3 slots): Banishment. Staggering Smite
5th level (3 slots): Holy Weapon, Gear. Destructive Wave
6th level (3 slots): Harm, Blade Barrier
7th level (2 slots): Firestorm
8th level (2 slots): Earthquake
9th level (2 slots): Gate
Multiattack: Barbatos can make 4 attacks with his spear.
Huntsman's Divine Spear: Melee Weapon Attack: +17 to hit, reach 10 ft.,Range 60/200, 1 target. Hit: 27 (3d12 + 6) Piercing damage, plus 10 (2d8) Radiant Damage. On hit, Barbatos can choose to teleport to the spear without provoking opportunity attacks, or have the spear return to him regardless of being hit. Any creature hit by the spear must make a DC 18 Constitution saving throw or be stunned for 1 minute. Rerolling saves at the end of their turns.
Opportunity Attack. Use your reaction to make a Spear attack or a Spell attack (Warcaster)
Counterspell. 3rd level spell. 10+spell lvl to counter if higher then 3rd.
Barbatos can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Barbatos regains spent legendary actions at the start of its turn
Spear attack (Costs 1 Action). Barbatos can make 1 melee or ranged attack with his spear.
Cast a Spell (Costs 2 Actions). Barbatos can cast any spell.
Divine Radiance (Costs 3 Actions). Any creature within 60ft of Barbatos must make a DC 22 Constitution saving throw or be blinded for 1 minute. If a creature saves from this they are immune to it for the next 24hrs.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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