Aggressive. As a bonus action, the creature can move up to its speed toward a hostile creature that it can see.
Consume Life. As a bonus action, the creature can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the creature regains (3d6) hit points.
Dark Devotion. The creature has advantage on saving throws against being charmed or frightened.
Spellcasting. Barun is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). Barun has following Warlock spells prepared:
Cantrips (at will): Eldritch Blast, Shadow Hand, True Strike
1st level (3 slots): Hellish Rebuke, Protection from Evil and Good, Unseen Servant
2nd level (2 slots): Darkness, Ray of Enfeeblement
Multiattack. Barun can make two attacks on each of his turns. One with his claws and one spell.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (2d4 + 2) slashing damage.
Eldritch Blast. Ranged Spell Attack: +4 to hit, range 120 ft. One target. Hit: 2 (1d10 + 2) force damage.
Shadow Hand. Ranged Spell Attack: +4 to hit, range 30 ft. One target. Forces the target to make a DC 12 Dexterity saving throw against the spell or they become grappled. The target can make another Dexterity saving throw on their next turn to break out of the grapple.
True Strike. Ranged Spell Attack: range 30 ft. One target. Barun points a finger at a target in range. Baruns magic grants him a brief insight into the target's defenses. On Baruns next turn, he gains advantage on his first attack roll against the target, provided that this spell hasn't ended.
Protection from Good and Evil. Spell Buff: range Touch. One target.
Until the spell ends, one willing creature Barun touches is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Unseen Servant. Ranged Spell Attack: range 60 ft.
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can attack. If it drops to 0 hit points, the spell ends.
Once on each of Baruns turns as a bonus action, he can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine and even attack. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If he commands the servant to perform a task that would move it more than 60 feet away from him, the spell ends.
Darkness. Ranged Spell Attack: range 60 ft./15 ft.
Magical darkness spreads from a point Barun chooses within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point Barun chooses is on an object he is holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Ray of Enfeeblement. Ranged Spell Attack: range 60 ft. One target.
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Dark Hellish Rebuke. Barun points his finger, and the creature that damaged him is momentarily surrounded by black hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
Feral Infection. Barun reacts with nothing but his primal instincts once per turn after being attacked. After receiving damage Barun can choose to react with Feral Infection, allowing him to vomit blood from his past victims that he has consumed. The blood lands on the creature that attacked him and causes them to go blind till their next turn while taking 2d8 necrotic damage. This infection can spread to others as it has a 5ft splash radius and anyone who comes into contact with the individual is also infected. Effect lasts till Baruns next reaction.
Description
Barun is a medium sized humanoid creature with a smoky skull and hollow eyes. Barun hovers as his body is half smoky shadow. He has dark shadow wings when in shadows or when it's dark. He takes double damage from light or radiant based attacks.
Previous Versions
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5/24/2023 11:06:00 PM
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