Equipment. The baron carries and is attuned to the following items: Amulet of Dimensional Transport, Amulet of Proof against Detection and Location, Broom of Flying, Ring of Mind Shielding,
Alert. The baron can't be surprised while it is conscious, and other creatures don’t gain advantage on attack rolls against it as a result of being unseen by the baron.
Devil's Sight. Magical darkness doesn't impede the baron's darkvision.
Evasion. When the baron is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead take no damage if it succeeds on the saving throw, and only half damage if it fails.
Legendary Resistance (3/Day). If the baron fails a saving throw, he can choose to succeed instead.
Mobile. When the baron uses the Dash action, difficult terrain doesn't cost it extra movement on that turn. When it makes a melee attack against a creature, it doesn't provoke opportunity attacks from that creature for the rest of the turn, whether it hits or not.
Quickened Spell (3/Day). When the baron casts a spell that has a casting time of 1 action, it can change the casting time to 1 bonus action for this casting.
Sneak Attack (1/Turn). The baron deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the baron that isn't incapacitated and the baron doesn't have disadvantage on the attack roll.
Strength of the Grave (1/Day). When damage reduces the baron to 0 HP, it can make a Charisma saving throw (DC 5 + the damage taken). On a success, it instead drops to 1 HP.
Subtle Spell (3/Day). When the baron casts a spell, it can cast it without any S or V components.
Spellcasting. The baron casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):
- At will: friends, light, minor illusion, mold earth, prestidigitation
- 3/day each: darkness, disguise self, gust of wind, mirror image
- 2/day each: dimension door, thunder step
- 1/day each: haste, greater invisibility
Dagger of Venom (1/Day). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (2d10) poison damage on a failed save, or half as much damage on a successful one, and become poisoned for 1 minute.
Counterspell (2/Day). The baron attempts to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the baron makes an ability check using its spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Shield (3/Day). Until the start of its next turn, the baron has a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic missile.
Silvery Barbs (2/Day). The triggering creature must reroll the d20 and use the lower roll. The baron can then choose a different creature it can see within 60 feet. The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Uncanny Dodge. When an attacker that the baron can see hits it with an attack, it can use its reaction to halve the attack's damage against it.
The baron can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The baron regains spent legendary actions at the start of its turn.
Attack. The baron makes one Dagger of Venom attack.
Skirmisher. The baron can move up to half its speed without provoking opportunity attacks.
Cast a Spell (Costs 2 Actions). The baron uses Spellcasting.
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