Spider Climb. Ba can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Foul. Any creature, other than an ooze, that starts its turn within 10 feet of Ba must succeed on a DC19 Constitution saving throw or be poisoned until the start of the creature's next turn.
Magic Weapons. Ba's weapon attacks are magical.
Regeneration. Ba regains 10 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. Ba dies only if it starts its turn with 0 hit points and doesn't regenerate.
Multiattack. Ba makes three Acid Lash attacks.
Acid Lash. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 21 (2d8 + 7) acid damage. Any creature killed by this attack is drawn into Ba's body, and the corpse is obliterated after 1 minute.
Warhammer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (3d6 + 6) slashing damage.
Eject Slime - Recharge 5. Ba spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a DC: 21 Dexterity saving throw. On a failure, the target takes 55 (10d10) acid damage. Unless the target avoids taking any of this damage, any metal armour worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed.
Multiattack. : Juiblex makes three acid lash attacks.
Acid Lash. : Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) acid damage. Any creature killed by this attack is drawn into Ba's body, and the corpse is obliterated after 1 minute.
Eject Slime - Recharge 5. : Ba spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a DC: 21 Dexterity saving throw. On a failure, the target takes 55 (10d10) acid damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed.
Description
Ba was a demon lord of oozes and shapeless things, a being that exemplified the corruptive nature of the Abyss and that was almost glorious in its unrivalled obscenity. Ridiculed by its peers as "Lord of Nothing", the Faceless Lord was, even to them, a demon as revoltingly vile in body as it was inscrutably aberrant in mind.
Lair and Lair Actions
Ba's lair is a castle of black marble sitting atop a plateau rising in the ocean.
Lair Actions
On initiative count 20 (losing initiative ties), the Ba takes a lair action to cause one of the following effects; the Ba can’t use the same effect two rounds in a row:
- Ba slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature on it must succeed on a DC 18 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 ( 4d10) fire damage.
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Ba slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 ( 4d10) fire damage.
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A large fist of slime bubbles up and rushes towards a 10ft area, each creature in that area must make a DC 15 Dexterity saving throw or take 18 (6d6) bludgeoning damage.
Regional Effects
The region containing a legendary Ba’s lair is haunted, which creates one or more of the following effects:
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Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them. Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it.
If Ba dies, this effect fades over the course of 2d4 days.
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