Magic items. Barbiel has the following magic items always on their person: A set of demon plate armor, The strife links (an artifact listed in description if all its powers), A slaying longbow and a +3 Maul
Hateful Weapons. The Barbiel's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 psychic or necrotic damage (included in the attack).
Seething warlord. Each creature that starts their turn within 30ft of Barbiel must make a DC 27 Wisdom saving throw or be forced to make at least one attack against a creature during their turn. If they fail to do this then they must attack themselves with full force.
Eternal conflict. Any creatures of chaotic evil alignment within 120ft of Barbiel can't be killed for good unless Barbiel allows it. This can be bypassed if an angel is the one killing another entity, this doesn't apply to destroying Barbiel.
Divine Awareness. Barbiel knows if he hears a lie.
Innate Spellcasting. Barbiel's spellcasting ability is Charisma (spell save DC 27). He can innately cast the following spells, requiring no material or verbal components:
At will: detect evil and good, invisibility (self only), crown of madness
3/day each: blade barrier, dispel evil and good, Confusion, Danse Macabre
1/day each: control weather, Summon greater demon
Magic Resistance. Barbiel has advantage on saving throws against spells and other magical effects.
Multi Attack. Barbiel makes two attacks, if both attacks hit then he can also use his culling touch or sense sap if available.
+3 Maul. Melee Weapon Attack: +22 to hit, reach 5 ft., 1 target. Hit: 27 (4d6 + 13) bludgeoning damage plus 27 (6d8) psychic or necrotic damage (Barbiel's choice).
Demon Gauntlet. Melee Weapon Attack: +20 to hit, reach 5 ft., 1 target. Hit: 15 (1d8 + 11) slashing damage plus 6 (1d12) plus an additional 27 (6d8) psychic or necrotic damage (Barbiel's choice).
The Strife Links. Melee Weapon Attack: +20 to hit, reach 15 ft., 1 target. Hit: 16 (2d4 + 11) slashing damage plus 27 (6d8) psychic or necrotic damage (Barbiel's choice). The target also is under the poisoned condition until lesser restoration is cast on them at 7th level or higher. If the target is a good aligned creature they take an additional 7 (2d6) necrotic damage.
Slaying Longbow. Ranged Weapon Attack: +17 to hit, range 150/600 ft., one target. Hit: 17 (2d8 + 8) piercing damage plus 27 (6d8) psychic or necrotic damage (Barbiel's choice). If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 17 Constitution saving throw or die.
Culling Touch (4/Day). Barbiel touches another creature. The target is now vulnerable to 3 damage types of Barbiel's choice until the end of Barbiel's next turn.
Sense Sap (Recharges on 5/6). Each creature within 60ft of Barbiel must make a DC 27 Wisdom saving throw or take 5 (2d4) psychic damage and have disadvantage on all attack rolls, saving throws and ability checks for half the total damage they took.
Barbiel can take 3 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. Barbiel regains spent legendary actions at the start of his turn.
Teleport. Barbiel magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Innate spellcasting (Costs 2 Actions). Barbiel casts a spell from their innate spellcasting.
War pact (Costs 3 Actions). Barbiel lets out a hate filled thundering babble. Each creature within 300ft that can hear Barbiel must make a DC 27 Wisdom saving throw or be frightened or Barbiel for 1 minute and have disadvantage on all attacks against creatures not of the same alignment as them for as long as they are frightened. A creature can remake their saving throw at the end of each turn.
Description
Barbiel takes the form of a pale skinned perfect faced fallen aasimar with black and red veins running all along their flesh. A set of smouldering red spiked demon plate armor clads their war chiselled form. Eyes filled with sorrow and madness as they constantly look towards the rusted chain artifact wrapped around their left arm.
Barbiel in his madness now serves an equally mad god known as Asnernoranath, who slowly corrupted the great solar into being his right hand general of chaos and war deep within the abyss near the seat of the god's power. He is sent to insight war and conflict wherever his master deems but deep within Barbiel is a sliver of hate for his master wishing to usurp his divinity and take it for his own.
***The Strife Links***
*Wonderous item, Artifact (requires attunement)*
Forged eons ago within the ancient forges of creation when Barbiel was pure of heart and spirit, the strife links went by the name of Harmony chain. It had the powers to calm and sooth any beast or mortal man. But this chain and its wielder was in service to Asnernoronath, so much like their lord Barbiel was corrupted and warped by the god's madness and the chain strained and started to snap under the burden of such chaotic evil intent.
The links now are an inky black length of rusted chain spanning 15ft long with splits all along its length only astral energy holding it together through out time. Barbiel now uses it to barely cling onto sanity as he is at his master's side in the abyssal blood rift. Barbiel will never part with it as it contains a portion of near god like essence.
**Magic weapon** The chains can be used as a whip and count as a +3 large unholy whip which confers the poisoned condition on a successful hit. The poisoned condition can only be cured by lesser restoration cast at 7th level.
**Random Properties** the links has the following randomly determined properties:
- 1 minor beneficial property
- 1 major beneficial property
- 1 minor detrimental property
- 1 major detrimental property
**Touch of Agony** Whilst attuned to the links you gain the following benefits:
Immunity to psychic damage unless its from aberrations or demons.
You can't be forcefully made unconscious or naturally easily, thus long rests require a a DC 23 Charisma check to perform.
Any unarmed strikes you make deal an extra 1d12 psychic damage.
**Unholy Tithe** Each non Aberration, fiend or undead creature within 120ft of the strife links is under the effects of the bane spell, and any time they fail a d20 roll the one attuned to the links gains 20 temporary hit points.
**Heal the Blight** The strife links once per year can heal any creature of any affliction be it magical or normally requiring the use of a wish spell. Once this is used its wielder receives 1d4 levels of exhaustion.
**Curse** Those attuned to the strife links over the period of 1d10 days has their alignment changed to Chaotic evil, their creature type changes to fiend and they gain 1 Indefinite Madness flaw. This flaw can only be cured by the heal the blight trait which rids the wielder for a month of the curse. The wielder can't unattuned the item unless they take 77 successful long rests in a row.
**Destroying the Strife links** There are two known ways to destroy the strife links, the first is to restore the strife links into its former state being the Harmony chain. To do this requires Barbiel to bring the strife links to the cradle of creation deep in the positive energy plane willingly and whilst he is mad, there he must be killed and remade by Silini greater goddess of light and life.
The other is to completely destroy the strife links by ending all wars across the planes of existence after which the strife links will fade from existence never to be remade.
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