Innate Spellcasting (Psionics). The Baron’s innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: blur, expeditious retreat, feather fall, jump, see invisibility, shield
1/day each: haste, plane shift, teleport
Psychic Defense. While the Baron is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Multiattack. The Baron makes three unarmed strikes or two shortsword attacks.
Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (1D6 + 13) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7D6) poison damage on a failed save, or half as much damage on a successful one.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13 (3d8) psychic damage.
Temporal Strike (Recharge 6). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it’s occupied.
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