Large unknown (Demon), Neutral Evil
Armor Class 18 Natural
Hit Points 89 (12d12 + 10)
Speed 40 ft., Climb 10 ft.
STR
25 (+7)
DEX
25 (+7)
CON
30 (+10)
INT
30 (+10)
WIS
20 (+5)
CHA
15 (+2)
Saving Throws STR +9, CON +12
Damage Vulnerabilities Cold
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned
Senses Passive Perception 13
Languages Celestial, Common, Infernal
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Over charge. Borlog may take 3 actions per turn.

Spellcasting. The Borlog is a 3rd-level spellcaster. (spell save DC 15, [roll]1d20+9[/roll] to hit with spell attacks). Borlog has following spell slots

 
1st level (5 slots)

2nd level (4 slots)

3rd level ( 3 slots)

 

Actions

Fast learner. May learn 1 level 3 or lower spell.

hand slam. Melee Weapon Attack: [roll]1d20+5[/roll] to hit, reach 10 ft., 1 target. ([roll]3d12[/roll]) bludgeoning damage. 

skull through. Ranged Weapon Attack: [roll]1d20+5[/roll] to hit, range 10/90 ft., 1 target. ([roll]2d12[/roll]) bludgeoning damage.

Reactions

Learning hide. Twice per short or long rest Borlog may learn any attack being used on it, then becomes resistant to that attack until long or short rest taken. 

Mythic Actions

If anything makes a save of any type the Borlog may roll [roll]1d4[/roll] and do the thing (Control=1 Rock up=2 Upgrade=3 Boss of the fight=4).

Control: 1 target, target may make a CON save DC15, if target fails it know serves Borlog, if it succeeds nothing happens.

Rock up: Borlog takes [roll]1d8[/roll] psychic damage but gains 1d4 AC until it takes a long or short rest.

Upgrade: Borlog may edit any beast CR3 or lower he may add 5 max HP, add 2 to any stat, grow or shrink the beast by 1 tick ( Small to Med or Large to Med), add 1 AC.

Boss of the fight. Everything must reroll Initiative, and the Borlog goes first. 

Description

the Borlog is a humanoid shape has 6 arms, and is 12ft tall. It often has bandits worshiping it.   

Lair and Lair Actions

The lair is large, stone, and underground. The Borlog's chamber is in the center, there is a statue that is made to look like the Borlog on a large platform (10 long (From wall to pit) 50ft wide) at the end of the platform there is a cliff that goes down to a pit of lava. On the other side of the pit (25ft away from the first platform) there is a second platform ( 100ft long (Wall to pit) 50ft wide (from wall to wall) that the main tunnels lead to. 

Lair Actions

On initiative count 14 (losing initiative ties), the Borlog takes a lair action to cause one of the following effects; the Borlog can’t use the same effect two rounds in a row:

  • Summons 2 bandits
  • Hits up to 5 targets with one of these options: blindness, deafness, [roll]3d4[/roll] poison damage + poison effect dealing [roll]1d4[/roll] poison damage per turn for [roll]2d4[/roll] turns. 

Regional Effects

The region containing Borlog’s lair is Enchanted, which creates the following effect:

  • If anything casts a spell of level 1-2 it must roll [roll]1d4[/roll] and do one of the following effects: if 1 is rolled the caster of the spell if effected with all of the spells effects, if 2 is rolled 1 bandit is summoned on the Borlog's side, if 3 is rolled everything in a 100ft area is hit by the spell, if 4 is rolled a cat is summoned on the caster's side.

If the Borlog dies, the effect fades over the course of [roll]2d6[/roll] days.

Previous Versions

Name Date Modified Views Adds Version Actions
7/6/2022 2:11:48 AM
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7/6/2022 2:53:30 PM
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7/6/2022 3:22:36 PM
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7/6/2022 3:26:39 PM
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7/20/2022 5:17:04 PM
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7/25/2022 5:30:04 PM
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Habitat: MountainUnderdark

Wardan_lord911

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