Gargantuan Fiend, Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 406 (30d20 + 200)
Speed 40 ft., Fly 80 ft.
STR
28 (+9)
DEX
15 (+2)
CON
24 (+7)
INT
20 (+5)
WIS
16 (+3)
CHA
30 (+10)
Saving Throws STR +17, CON +15
Skills Arcana +10, Athletics +10, Deception +10, History +20, Insight +5, Intimidation +18, Nature +10, Persuasion +15, Religion +10
Damage Vulnerabilities Radiant
Damage Resistances Cold, Force, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned
Senses Truesight 120 ft., Passive Perception 16
Languages Abyssal, Telepathy 120 ft.
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Death Throes. When bail dies, he explodes, and each creature within 60 feet of him must make a DC 22 Dexterity saving throw, taking 80 (20d8) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried.

Evil Aura. At the start of each of bail’s turns, each creature within 10 feet of him takes 10 (3d8) psychic damage.

Magic Resistance. Bail has advantage on saving throws against spells and other magical effects.

Magic Weapons. Bail weapon attacks are magical.

Legendary Resistance (2/day). If bail fails a saving throw, he can choose to succeed it instead.

Actions

Multiattack. Bail makes three attacks: he can do 3 with his blade of heresy, or do 2 blade of heresy attacks and one with his blasphemous tormenter.

Blade Of Heresy. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 25 (5d10 + 10) slashing damage plus 15 (3d10) poison damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.

Blasphemous Tormenter. Melee Weapon Attack: +24 to hit, reach 40 ft., one target. Hit: 15 (4d8 + 10) slashing damage plus 14 (3d8) necrotic damage, and the target must succeed on a DC 24 Strength saving throw or be pulled up to 25 feet toward Bail.

Teleport. Bail magically teleports, along with any equipment he is wearing or carrying, up to 160 feet to an unoccupied space he can see.

Legendary Actions

Bail has 5 legendary actions, he can spend these actions to a do one of his listed legendary actions after another creature’s turn, he can only do one per turn. If he runs out of actions he can’t do any of the listed legendary actions.

Melee Weapon Attack (1 action). Bail does a melee weapon attack.

Teleport (2 actions). Bail can do a teleport action but has a range of 80 feet this time.

Mythic Actions

If bails mythic trait is active, he can use the options below as legendary actions, as long as he did more then 16 damage during his turn or if he killed a creature.

Beast Like Strength (1 action). Bail’s next attack bail does on his turn deals a extra 20 damage.

Sins Marking (3 actions). Bail chooses a target creature and makes it do a DC 20 wisdom saving throw, if failed they can’t do any action on their turn.

Description

Drops: When the root of sin dies, he leaves behind his two weapons, The blade of sin and the blasphemous tormenter.

ghoulhead337

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