Charge. If the baron moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone.
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The baron has advantage on saving throws against spells and other magical effects.
Multiattack. The baron makes two attacks: one with its claws and one with its hoof.
Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage plus 11 (2d10) fire damage.
Hoof. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 45 (7d10 + 7) piercing damage.
Hurl Flame. Ranged Spell Attack: +12 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage, and each creature within 10 feet of the target must make a DC 20 Dexterity saving throw or take 10 (3d6) fire damage.
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Posted Aug 3, 2023Totally using this for my decent into avernus game