We Die Together. If Glorphinious is killed in his battle master state (balor) a 20*20 area is engulfed in flame and a hole opens into the demonic plane. There is a DC 21 dex saving throw or take 20d10 fire damage. Half on a successful save.
Fire Aura. At the start of each of BM Glorphinious turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Magic Resistance. BM Glorphinious has advantage on saving throws against spells and other magical effects.
Magic Weapons. The BM Glorphinious weapon attacks are magical.
Resistances: BM Glorphinious is immune to being frightened, poisoned, charmed, and stunned. He is immune to fire, lighting, and psychic damage and is resistant to all bludgeoning, piercing, slashing, and force damage from all weapons, magical or not. He is vulnerable to radiant and cold damage.
*any charm effects or spells that Glorphinious Reborn had cast in his regular form are dropped when he assumes this form.
Multiattack. BM Glorphinius makes three attacks: one with his flame whip and two with his hands or head.
Battle Cry: BM Glorphinious may, instead of his muli attack, raise a battle cry to strike fear in his enemies and encourage his followers. DC 22 wisdom saving throw or you have disadvantage on all attacks and saving throws. His followers are given advantage on all of their attacks and saves for the next round as well.
Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 15 (6d6 + 10) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor and his attacks after this have advantage.
Headbutt: +15 to hit. 3d12+10 damage.
Claw Strike: +15 to hit 3s12+10 slashing damage.
Unarmed Strikes:
Teleport. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
3 legendry actions per round
3 legendary resistances
Action Options: 2 actions- Summon Demon
1 action- Fly 60ft
1 action- unarmed attack
1 action- Command a friendly combatant to move
Previous Versions
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4/28/2021 2:00:11 PM
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Coming Soon
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