Armor Class 17 Natural
Hit Points 230 (20d10 + 120)
Speed 60 ft.
STR
25 (+7)
DEX
17 (+3)
CON
22 (+6)
INT
12 (+1)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws STR +12, CON +11, WIS +7, CHA +6
Damage Resistances Cold, Necrotic
Damage Immunities Fire, Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned
Senses Darkvision 120, Passive Perception 12
Languages Abyssal
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Infernal Legacy. Infernal creatures ignore a target's resistance to Fire or Necrotic damage

Infernal Lust. All Infernals have advantage against any creature missing any of their Hit Points.

Infernal Evasion. When an Infernal creature is subjected to a spell effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Infernal Protection. Infernal creatures have advantage on saving throws against spells and other magical effects.

Infernal Rite. All Infernal weapon attacks are considered magical.

Actions

Infernal Claw. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 35 (6d8 + 8) slashing damage plus 22 (3d8+8) necrotic damage.

Infernal Gore. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 35 (6d8 + 8) slashing damage plus 22 (3d8+8) necrotic damage.

Infernal Hellfire. Ranged Weapon Attack: +9 to hit, range 60ft/120ft., one target. Hit: 58 (10d10 + 3) fire damage.

Infernal Tri-Fire. Ranged Weapon Attack: +9 to hit, range 60ft/120ft., three targets. Hit: 58 (10d10 + 3) fire damage. Recharge 5-6 (1d6)

 

Bonus Actions

Infernal Rampage. If the Infernal Baron of Hell moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 20 (4d8+2) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Reactions

Infernal Fury. After making a melee attack infernal creatures can move up to half their base speed as a Reaction without provoking opportunity attacks.

Infernal Hurl. When a creature is brought to 0hp within 10ft of it, the Infernal Baron of Hell can use its reaction to grab the corpse and hurl it at another target within 60ft. The target must succeed on a DC 18 Dexterity saving throw or take 34 (6d8 + 7) bludgeoning damage.

Description

The Baron of Hell is the highest demon among the order of the Hell Knights. They rarely leave Hell, and no Baron of Hell has yet been captured by any of the Tethering Operations. Details regarding their behavior and physiology are therefore limited.

It is clear that Barons are ferocious fighters with a bloodlust unparalleled by any other demon. Barons, larger and faster than their lesser brothers, also possess the ability to generate Hell-energy fireballs which can be hurled at a target. In the doomed Project Lazarus Manned Expedition (MTC 2145/128) it is believed that most of the explorers were set upon by Barons of Hell, though the details are unclear.

Tablets, retrieved from the Great Steppe in the UAC Automated Survey of 2143, suggest that the Barons of Hell are the current Royal Guard of the unknown dark lord of the fourth age. While the nature of this entity is unknown, it must be presumed that as the Royal Guard's power has significantly increased, so too has the power of their master.

GamerBoyX1265

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