Large Fiend, Neutral Evil
Armor Class 16 Naturally Tough
Hit Points 90 (10d10 + 30)
Speed 40 ft., Swim 80 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +6, CON +6, CHA +7
Skills Insight +6, Perception +6, Performance +7
Damage Immunities Acid, Poison
Condition Immunities Paralyzed, Poisoned
Senses Darkvision 120 ft. (Not affected by Magical Darkness), Passive Perception 16
Languages Abyssal, Common, Infernal --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Amphibious. The toad can breathe air and water.

Standing Leap. The toad's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Magnificant Growth. If Baal is given a Rune she can increase her size up to Huge for a duration depending on the size of the rune, starting with 6 hours for a Small Rune and adding another 6 for every size above. While in this state the piercing damage from her Barbed Tongue increases by 2d6 as does the poison damage. In addition while larger, she can attempt to grapple or swallow creatures of her size or smaller. 

Actions

Barbed Tongue. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 3) piercing damage plus 8 (2d6) poison damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the toad can't use this attack on another target.

Swallow. The toad makes one barbed tongue attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 20 (5d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Bonus Actions

Concerto. Baal Belts out a boisterous song that allows her to inspire up to 4 creatures within 60ft with a d6 of inspiration- this die can be used on any attack, skill check, or saving throw. This bonus action reduces Baal’s speed to 0, and requires her to use her action and bonus action on following turns to maintain the song until all creatures have used theirs. This can be used 7 times per day.

Reactions

Magical Duet. If a spellcaster uses their action to give Ball a spell slot (This requires the creature to be within 5ft of Baal) she can use this reaction to create certain effects. These are magical but are not spells and therefore cannot be counterspelled. Only one of these effects can be active at a time. 

     Bard. Baal just loves a good song! She uses this magic to  sing a feindishly styled slam verse against all enemies within a 60ft radius. They must make a Charisma Save DC 16 or be affected by the Bane spell for th next minute, no concentration required. 

     Wizard or Artificer. Precision and science are art in themselves- Ball hits a Feindish high note, rupturing organs, blood vessels or other delicate parts within enemies in a 30ft radius. They must each make a Constiution Save DC 16 or take 5d6 Thunder Damage (Half as much on a success). (Add +1 to the save DC for every half the spell slot level rounded down)

     Druid or Ranger. Baal lets out a series of well pitched ‘Ribbits’ and calls down a cloud of lethal rain. In a 30ft radius all enemies must make a DC 16 Dexterity Save or take 5d6 Acid or Poison (Choose when used) damage, half as much on a success. (Add 1d6 of extra damage for every half the spell slot level rounded down)

     Sorcerer. Baal emits a high frequency trill that makes enemies’ delicate sensory parts misfire. Each enemy within 60ft must make a DC 16 Constitution save or be Blinded and Deafened for 1 Minute. They make make another save at the end of their turn, ending the effect on a success. 

     Warlock. Baal thinks this magic feels familiar. She swallows it down and spits it back up. All creatures in a 60ft Line must make a Dexterity Save DC 16 or take 5d6 Acid damage, half as much on a sucess. (Add 1d6 of extra damage for every spell slot level)

     Cleric or Paladin. Baal doesn’t care much for this magic, so she decides to share it with others! She sings a pleasant melody that emboldens those around her. Allies within 30ft gain the benefits of the Bless spell for 1 minute and are healed for [Spell Slot level]d4.

Habitat: SwampUrban

JoBWaggon

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