Medium Humanoid (Orc), Chaotic Evil
Armor Class 14 Natural
Hit Points 85 (5d20 + 20)
Speed 40 ft., no wings or devices. Bara'doul floats 5ft above the ground held up by his unimaginable power
STR
15 (+2)
DEX
16 (+3)
CON
20 (+5)
INT
20 (+5)
WIS
17 (+3)
CHA
15 (+2)
Saving Throws CON +8, INT +8, WIS +6
Skills Arcana +0, Deception +0
Damage Resistances All
Senses Darkvision, Passive Perception 17
Languages Common, Orc
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Ultimate immunity. Adept at most forms of sorcery and necromancy. Bara'doul has resistance to all elemental damage. 1d10 damage negation.

Spellcasting. DC15 +1 saving throws

Shatter

2nd-level evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centred on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Vampiric Touch

3rd-level necromancy

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

 


Cantrips (at will):

Mage Hand

Conjuration cantrip

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

True Strike

Divination cantrip

Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 round

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.


1st level (# slots): [spell name], [spell name] 

Actions

Action Name. attack, spell, dodge, dash, stare

Action Melee Attack. unarmed: +2 to hit, reach 5 ft., 1 target. Hit: 1 (1d6 + 2) [bludgeoning] damage. 

Multi attack. - Unarmed attacks can follow with another unarmed attack on successful hit.

Reactions

Casters confidence. If an opponent begins to cast a spell Bara'doul rolls his save throw with advantage +2

Description

Bara'doul the Calamity. A Boss in the campaign "The Champions of the Twisted Tower.

Monster Tags: Orc

sirtriggered

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