Warlord. Bao is immune to the Frightened condition. Additionally, he has advantage on melee attacks if the target is below full health.
Survivor. Bao regains 10 hitpoints at the start of his turn whenever he is below half health.
Disarming Attack. When Bao hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it's holding. He adds the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Shell Shock. Bao retreats into his shell and protrudes spikes, looking to impale his enemies. As an action, he can choose to retreat into his shell (making him untargetable) and travel up to 60 ft. in a straight line towards an enemy. The enemy must then make a DC 13 Dexterity saving throw, taking no damage on a success and 2d6 bludgeoning damage on a failure. On a failure, the target is also knocked 10 ft. away from Bao and knocked prone. If Bao hits a wall during a success, he is knocked prone.
Dual-Bladed Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 9 (2d6 + 2) slashing damage, 7 (1d8 + 3) slashing damage.
Hand Crossbow. RangedWeapon Attack: +6 to hit, range 30/120 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage.
Counterattack. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Lair and Lair Actions
Bao has secretly taken control of Fort Voragg, using the Moradin Palace as his new base of operations. The Moradin Palace is an intricate royal palace carved into the side of Voragg, the highlight of which being the Throne Room.
Lair Actions
On initiative count 20 (losing initiative ties), Bao takes a lair action to cause one of the following effects; Bao can’t use the same effect two rounds in a row:
- Arcane Bells: Bao can shoot a crossbow bolt at one of the four bells in the throne room's pillar supports, causing them to ring out. These bells have been infused with magical energy and cause various magical effects. These effects last for one round before ending.
- Bell of Silencing: This bell rings out with a piercing shriek. The throne room is considered an antimagic zone for the round.
- Bell of Calmness: This bell rings out with a soothing tone. All creatures in the throne room (except for Bao) must make a DC 13 Wisdom saving throw. On a failure, they fall asleep for the round. This bell also ends Rage.
- Bell of Warning: This bell's sound reverberates throughout the castle, causing echoes. When rung, the bell summons 1d2 tortles and 1d6 kuribos.
- Bell of Power: This bell rings out with a loud and mighty tone. All creatures allied to Bao gain 1d10 temporary hitpoints.
- Traps: Bao has installed various traps in his throne room. As an action, he or one of his minions can activate one of the traps.
- Fire Bar: A rectangular flaming blade swings out from the ceiling. Each creature in its path must make a DC 12 Dexterity saving throw or take 2d8 slashing damage and 1d6 fire damage.
- Buzz Saw: Two circular saws spin violently in a straight line. Each creature in its path must make a DC 12 Dexterity saving throw or take 3d12 slashing damage.
- Thwomps: The ceiling of Bao's lair is strategically trapped with sentient spiked stones that crush whoever falls into their vicinity.
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