Large Aberration (Demon, Shapechanger), Neutral Evil
Armor Class 22 Natural Armor
Hit Points 666 (55d12 + 336)
Speed 60 ft., Burrow 30 ft., Fly 30 ft.
STR
22 (+6)
DEX
20 (+5)
CON
24 (+7)
INT
26 (+8)
WIS
24 (+7)
CHA
30 (+10)
Saving Throws CON +16, INT +17, WIS +16, CHA +19
Skills Deception +20, Insight +20, Intimidation +20, Perception +15
Damage Immunities Cold, Fire, Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 feet, Truesight 30 feet, Passive Perception 18
Languages All All languages. Typically speaks ancient abyssal. While speaking she also comunicates the same things telepathically.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (4/day): If Babylon fails a saving throw, she can choose to succeed instead.

Mother of All Evil. Babylon is the progenitor of all evil and chaotic beings. Any creature with choatic or evil alignment has disadvantage on saving throws for being charmed against Babylon, while all other creatures have disadvantage on all other saving throws against her. In addition, she can sense any and all evil thoughts or intentions in any character within a 300 ft. radius.

Innate Spellcasting. (At Will) Fear, Charm Person, Dominate Person, Dominate Monster. (3/per day) Psychic Scream.

Superior Being. Babylon is immune to all spells of 4th tier and lower. Physical attacks made against her that deal less than 40 hit points are ignored.

Spellcasting. Babylon is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). Babylon has the following spells prepared:

Cantrips (at will): Eldritch Blast, Purple flame blade, Message, word of radiance, Vicious Mockery

1st level (4): Shield, Cure Wounds, Tasha's Hideous Laughter, detect magic

2nd level (3) Suggestion, Command, Hold Person, Blur

3rd level (3) Hypnotic pattern, Counterspell, Fireball, Enemies abound

4th level (3) Phantasmal Killer, Resiliant Sphere, Greater Invisibility, Compulsion

5th level (3) Insect Plague, Geas, Synaptic Static, hold monster

6th level (2) Heal, Disintegrate, Mental Prison

7th level (2) Reverse Gravity, Fire Storm, Project Image

8th level (1) Maddening Darkness, Illusory Dragon

9th level (1): Meteor Swarm, Weird

Aura of Insanity. Babylon is an existance out of this world, a horror incarnate. Her mere presence wears down the sanity of those who would stand against her, eventually forcing them to lose their minds. A remove curse, dispel evil and good or similar spell can remove the effects. The levels of mental insanity are the following:
Level 1: Disadvantage on CHA, INT, and WIS ability checks
Level 2: Disadvantage on spell attacks
Level 3: Disadvantage on attack rolls targeting Babylon
Level 4: Disadvantage on all attack rolls and saving throws
Level 5: Speed is halved and affected player must succeed on a DC 16 Con save to not fall prone whenever he moves
Level 6: Affected player is under the effects of the Geas spell
Level 7: Affected player no longer has control over his character
Fear is my Domain. Any creature that is frightened of Babylon rolls an additional 1d8 for each check roll and substracts from the total the number obtained. In addition they take 6d6 psychic damage at the beginning of their turn. Any creature that ends it's turn frightened must succeed a DC 24 Wisdom saving throw or gain 1 level of mental exhaustion.
Ancestral Horror. Whenever a creature that can see Babylon starts its turn within 66 ft. of her, she can force it to make a DC 22 Charisma saving throw if she isn't incapacitated and can see the creature. If the saving throw fails, The creature becomes frightened. If this saving throw fails by 5 or more, the creature also gains 1 level of mental insanity. Good aligned creatures fear the wrath of Babylon even more so than others. Babylon ignores any immunities to being frightened by creatures with alignment to good. 
Reflective Transmutation: Due to her overwhelming power and mastery of the mind; whenever Babylon succeeds on a saving throw versus a transmutation spell (assuming she is not immune to said effects), she suffers no effect from the spell and it is reflected back at the caster as if Babylon cast the spell and the caster is the original target. This reflected spell uses Babylon's spell save DC.
Actions
Multiattack. Babylon makes three attacks with her claws
Claw. Melee Weapon Attack.  +16 to hit, reach 10 feet., one target. HIt: 5d8+6 slashing damage, plus 4d6 psychic damage.
Darkness Within. As an action, Babylon chooses one creature that she can see within 60 feet and forces it to make a DC 24 Charisma saving throw. If the creature fails its save, she rolls 1d8, causing one of the following effects on the creature's next turn:
  1. Lust. Until Babylon's next turn the creature will do everything it can to protect her and won't, under any circumstance, do anything that will not benefit Babylon.
  2. Gluttony. The creature grows an unsatiable hunger. For it's entire turn it eats everything it can, removing all forms of food or drink or potions from it's inventory. It then suffers 3d8 psychic damage.
  3. Greed. The creature is restrained as it begins to turn to gold, it must make a DC 20 Constitution save on it's following turn or become petrified. As long as the statue remains undamaged the creature can be returned to normal.
  4. Sloth. The creature won't take any action or reaction until Babylon's next turn. It also gains 2 levels of mental insanity
  5. Wrath. The creature uses its action to use it's most damaging spell or attack on a creature within range, chosen at random. If there is no viable target, the creature takes no action.
  6. Envy. The creature spends it's turn attempting to steal another character's most expensive item, including worn or equipped.
  7. Pride. The creature spends the next round boasting of it's accomplishments and trying to get as close to Babylon as possible. It takes no other action or reaction.
  8. Oblivion. The creature is affected by suicidal impulses and tries to kill itself on it's next turn. All other creatures within 30 ft. of the target can attempt to rescue it with a DC 17 STR or DEX check (Athletics or Acrobatics).
Kneel. (recharges on a 5-6) As an action, all creatures hostile to Babylon in a 120 foot radius sphere must make a DC 23 Strenghth saving throw or take 22d6 Bludgeoning damage or half as much on a success and become prone and gain one level of mental exhaustion as gravity forces them to their knees. 
Legendary Actions
Babylon can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Babylon regains spent legendary actions at the start of his turn. For each third of hp lost, Babylon gains an additional legendary action.
Kneel. (Costs 2 actions) Babulon uses her kneel action.
Fear. (Costs 1 action) Babylon casts fear.
Omen of Terror (Costs 2 actions). Babylon releases a swarm of shadows. All creatures in a 90 foot cone must make a DC 23 constitution save or take 6d6 necrotic damage and 6d6 psychic damage, half as much on a success. In addition all creatures who failed their initial save must make a DC 23 wisdom save or gain one level of mental insanity.
Spell. Babylon may cast a spell, the number of legendary actions it costs is equal to the spell level minus 1 (it can't be reduced to 0).

Previous Versions

Name Date Modified Views Adds Version Actions
11/22/2018 4:21:59 PM
14
1
5e
Coming Soon

Monster Tags: ShapechangerDemon Lordfiendhumanoidmonstrosity

MI97

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