Special Trait Name. Horrifying Presence. Whenever the creature is looked at face to face, the character looks must pass a dc19 Constitution saving throw. If failed, they get the frightened effect
Spellcasting. Barbatos is a 20th level spellcaster. Its spellcasting ability is 11 (spell save DC 15, +10 to hit with spell attacks). Barbatos has following spells prepared: Sorcerer, Wizard, and Warlock spells prepared: Fire Storm, Incendiary Cloud, Meteor Swarm, Fireball, Mordenkainen's Sword, Time Stop, Whirlwind, Animate Objects, Black Tentacles, Circle of Death, Conjure Elementals, Fire Shield, Spiritual Weapon
2nd level (5 slots): [Spiritual Weapon]
3rd level (4 slots): [Fireball]
4th level: (13 slots) [Fire Shield, Black Tentacles,]
5th level: (10 slots) [Conjure Elemental, Animate Objects]
6th level: (8 slots) [Circle of Death,]
7th level (8 slots): [Whirlwind, Fire Storm, Mordenkainen's Sword,]
8th level (6 slots): [Incendiary Cloud]
9th level: (4 slots): [Time Stop, Meteor Swarm]
Action Name(s). Multiattack, Twin Bite, Claw, Ultra Mace, Frightful Presence, Tri-Blast, Antihalation Beam, Corrupted Soul Orb, Instable Implosion.
Magic resistance: Barbatos has advantage on saving throws against spells and other magical abilities
Multiattack. Barbatos may attack a total of three times in his round
Frightful Presence. Each creature within 120 feet of it and aware of it must succeed on a dc 16 wisdom saving throw or become frightened for 1 minute. A creature may repeat the saving throw at the end of each turn, with disadvantage if Barbatos is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Barbatos's Frightful Presence for the next 24 hours.
Ultra Mace, +12 to hit, 10ft reach, 1 target, Hit: 3d12+7 [Force/Slashing]
Claws: +5 to hit, 5ft reach, 1 target. Hit: 2d6+5 [Slashing]
Twin Bite, +4 to hit, 50ft reach, 1 target, 5d12+10 [Piercing]
Annihilation beam: +7 to hit, range, 250/10 ft, any target caught by blast, Hit: (10d8+25) [Force]
Corrupted Soul Orb: Summons orbs of pure darkness and damned souls, +4 to hit, range, 10/10 ft, any number, Hit: (4d12+15) [Psychic/Necrotic] As a bonus action, this creature may move a single orb 15 feet in any direction
Instable Implosion: Causes the Corrupted Soul Orbs to implode. +8 to hit, range, 15/15 ft, any number, Hit: (8d12+45) [Necrotic] DC Dex saving throw of 16, if failed frightened effect is caused on them until their next turn.
Tri-Blast: The two heads and his chest form a well of negative energy, and blast it in a line. +11 to hit, range, 500/15, any number of characters, Hit, (10d8+45) [Physic/piercing]
A massive hulking armor looking humanoid, standing at over 10 feet tall. Two dragons heads, similar to that of a blue dragons, made of adamantine armor hover above it's shoulders. It's eyes, the heads and the pauldrons. It is fierce, and terrifying to look at, and even more so to think of.
Reaction Name(s).
Parry. Barbatos adds +6 to it's AC against one melee attack that would hit it. To do so, Barbatos must be seeing the attacker and be wielding a melee weapon.
Counter: A single creature who just attacked Barbatos must make a DC 18 Strength saving throw. If failed, the creature takes 4d6 slashing damage. On a success, half damage
Piercing Shriek: Barbatos shriek, and each creature in a 30ft radius must make a DC14 wisdom saving throw. On a fail, the creature is paralyzed for 4 rounds.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name(s)
Reap What You Sow. (Costs 3 actions) Barbatos may instantly kill all creatures it has summoned to aid it, but in return it gains the amount of Health Points that were left on each creature combined
Blitz (Costs 2 actions) Barbatos may instantly travel 60 feet in one direction by the use of an explosive spell, Any creature standing within 5 feet of it must make a DC16 Dexterity saving throw, or take 4d10 Fire damage
Bloodrage (costs 1 action): When the creature has taken more then 120 points of damage, it may bloodrage. All attacks get +10 to hit, and physical attacks get +15 to their total damage. Although, spells cannot be used during this time. Lasts for 2 full rounds of turns (every player/mob/NPC turn)
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 6 (losing initiative ties), Barbatos takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- It may absorb the nightmare collected by the cavern walls, and use it to overcharge a single attack (1/15 rounds)
- Melt with the Shadows, Barbatos may hide in automatic stealth for a bonus action, and move for 120ft into any very dark area (I.E, a shadow)
Regional Effects
The region containing the legendary Barbtos’s lair is Blindness/stunning, which creates one or more of the following effects:
- Creatures must roll and succeed a DC10 wisdom saving throw. if failed, stunned effect takes place. Repeat this every 100ft deep into the cave system
- When entering Barbato's domain, they may be hit by a extreme amount of evil shadow. Characters must make a DC14 Wisdom saving throw, or be blinded for 1 minute
If Barbatos] dies, these effects fade over the course of 1d4 days.
Comments