Huge Aberration, Neutral Evil
Armor Class 16 (natural armor)
Hit Points 165 (22d10 + 44)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
20 (+5)
WIS
15 (+2)
CHA
13 (+1)
Saving Throws DEX +6, INT +9, WIS +6
Skills Arcana +9, History +9, Perception +10, Stealth +6
Condition Immunities Blinded, Charmed
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 20
Languages Deep Speech, Telepathy 120 ft.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

First age god. +2 to AC except from attacks originating from another first age god or their magic, including magical artifact weapons and focuses.

Actions

Multiattack. Balforce may make 3 Slash attacks per turn.

Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Hypnosis. Balforce projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by Balforce for 1 minute. While charmed in this way, the target tries to get as close to Balforce as possible, using its actions to Dash until it is within 5 feet of Balforce. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature has advantage on saving throws against Balforce’s Hypnosis for 24 hours.

Spellcasting. Balforce casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):

At will: detect magic, detect thoughts, suggestion

3/day each: darkness, dimension door, dispel magic, lightning bolt, sending, dominate monster, 

1/day each: mass suggestion, dominate person, plane shift

Reactions

Spell Reflection. If Balforce makes a successful saving throw against a spell or a spell attack misses it, Balforce can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of Balforce. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. This does not apply if the spell originated from a magical artifact weapon or focus.

Description

Ancient and devious god. Banished from the material plane of existance during The Great Conflict of the first age. Long has he lay in wait in his shadow realm, waiting for a breach to open so his influence can return to the mortal minds of the material plane. 

Balforce, the Void Lord is most powerful in shadow realm beyond the material plane. As a god of the 1st age, his powers are vast but he is slightly more vulnerable to the magic and weapons of the other 1st age gods.

 

Lair and Lair Actions

Balforce's Lair - The Shadow Realm

The shadow realm is a land beyond the material plane. The only life that exists are the land's ancient inhabitants Balforce has long since dominated. There are no stars in the sky, only a gray star barely still able to emit any light. Clouds of foggy gray mist cover the land. Remains of what looks to be an ancient society Balforce ruined eons ago can be seen around. 

Balforce, the Void Lord has a challenge rating of 12 in his Lair (8,400 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the morkoth can take one of the following lair actions:

Cast a Spell. Balforce casts darkness, dispel magic, or misty step, using Intelligence as its spellcasting ability and without expending a spell slot.

Hypnotize. Balforce uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn’t need to see the effect’s point of origin.

Regional Effects

The Shadow Realm causes the following effects:

Dim Light. The light level of this realm is Dim Light giving non-darkvision characters disadvantage on perception.

Locate Creatures and Objects. Balforce is aware of any new arrival, whether an object or a creature, in its realm. As an action, Balforce can locate any one creature or object in the Shadow Realm. Visitors feel as though they are being watched, even when they aren’t.

Supernatural Lure. Balforce exudes a mind lure effect that he can activate or suppress at any time while it’s in its lair and not incapacitated. Any visitor within the Shadow Realm must make a DC 15 Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to  move toward Balforce's location (the target doesn’t realize it’s heading toward a creature). The target moves toward Balforce by the most direct route. As soon as it can see Balforce, the target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage.

Paly6

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