Death Throes. When Ba'al Or is reduced to 0 HP, it starts unleashing an inferno, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried.
Inferno. One round after Ba'al Or's death throes, his broken body starts to burst and unleashes a ball of unstable hellfire. Each creature within 60 feet of it must make a DC 26 Dexterity saving throw, taking 50 (20d4) fire damage on a failed save. Creatures within 10 ft. of it automatically fail and take an additional 35 (10d6) thunder damage. The fire ignites flammable objects in that area that aren’t being worn or carried and lingers for 2 (1d4) days. Ba'al Or's corpse and everything it carried or worn is destroyed, and in its place appears an Abyssal Chasm that remains for as long as the inferno does.
Fire Aura. At the start of each of Ba'al Or’s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the Ba'al Or or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Magic Resistance. Ba'al Or has advantage on saving throws against spells and other magical effects.
Magic Weapons. Ba'al Or's weapon attacks are magical.
Legendary Resistance (3/day). If Ba'al Or fails a saving throw, it can choose to succeed instead.
Multiattack. Ba'al Or either makes two melee attacks with its glaive, or one melee attack and one unleashing a flame lance from it.
Glaive. Melee Weapon Attack: +14 to hit, reach 15 ft., two targets. Hit: 21 (2d12 + 8) slashing damage plus 13 (3d8) thunder damage.
Fire Lance. Ranged Weapon Attack: +14 to hit, reach 120 ft., one target and a 10 ft. sphere. Hit: 25 (5d6 + 8) fire damage, and the target must succeed on a DC 20 Strength saving throw or be knocked prone. If Ba'al Or rolled 18 or higher, this attack deals 60 (15d6 + 8) damage instead and only hits the main target.
Teleport. Ba'al Or teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Flesh of Light (Recharge 6). Ba'al Or choses up to six target creatures it can see, and restores them all to full health. It then restores that many hit points to itself.
Ba'al Or 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. Ba'al Or regains spent legendary actions at the start of its turn.
Abyssal Chasm. Ba'al Or opens a flaming pit in a target location it can see. The chasm emits a fire aura similar to Ba'al Or's. Any non-fiend creature that ends its turn, starts its turn, or for the first time in its turn gets to within 20 ft. of it must make a DC 19 Wisdom saving throw or stop whatever it was doing and walk 5ft. towards the chasm. This effect breaks when it takes any damage other than fire or radiant, the chasm is sealed, or when it attempts to step inside it. When a creature attempts to enter the chasm, it may make a DC 15 Intelligence saving throw. On a failure, the creature is transported to the abyss. If the creature was a humanoid, it also transforms into a Mane. If it succeeds, it is immune to this effect until it finishes a long rest.
Lord of Light (Costs 2 Actions). Ba'al Or unleashes an overwhelming pulse of radiance, dealing 35 (10d6) radiant damage. All of Ba'al Or's abilities that normally deal fire damage now deal radiant damage instead. Ba'al Or replaces its immunity to fire damage with immunity to radiant damage and its vulnerability to radiant damage with vulnerability to fire damage.
Lord of Fire (Costs 2 Actions). Ba'al Or unleashes a searing wave of flame, dealing 35 (10d6) fire damage. All of Ba'al Or's abilities that normally deal radiant damage now deal fire damage instead. Ba'al Or replaces its immunity to radiant damage with immunity to fire damage and its vulnerability to fire damage with vulnerability to radiant damage.
Teleport. Ba'al Or teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
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