Gargantuan Monstrosity, Chaotic Evil
Armor Class 19 Natural armor
Hit Points 350 (20d20 + 140)
Speed 50 ft., Burrow 50 ft.
STR
30 (+10)
DEX
14 (+2)
CON
26 (+8)
INT
12 (+1)
WIS
17 (+3)
CHA
20 (+5)
Saving Throws STR +16, CON +14, CHA +11
Skills Intimidation +12, Perception +10
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120, Passive Perception 19
Languages Abyssal, Celestial, Common
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Multiheaded: The Baron Nashor has three heads. While it has more than one head, the Baron Nashor has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. If the Baron Nashor takes 60 or more damage in a single turn, one of its smaller heads dies. If all of its smaller heads die, it loses the multiheaded trait.

Regeneration: The Baron Nashor regains 20 hit points at the start of its turn. If the Baron Nashor takes radiant or fire damage, this trait doesn't function at the start of the Baron Nashor's next turn. The Baron Nashor dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack: The Baron Nashor makes three attacks: one with its bite and two with its grapple hands. It can replace any attack with the use of Territorial Roar if it is in Territorial form, or Foresight if it is in All-Seeing form.

Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 38 (4d12 + 10) piercing damage plus 18 (4d8) acid damage. If the target is a Large or smaller creature, it is swallowed by the Baron Nashor. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Baron Nashor, and it takes 21 (6d6) acid damage at the start of each of the Baron Nashor's turns. If the Baron Nashor takes 30 damage or more on a single turn from a creature inside it, the Baron Nashor must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the Baron Nashor. If the Baron Nashor dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Grapple: Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage, and the target is grappled (escape DC 20). The Baron Nashor has six grapple hands, each of which can grapple one target.

Territorial Roar (Recharge 5-6): The Baron Nashor emits a devastating roar if it is in Territorial form. All creatures within 120 feet of the Baron Nashor that can hear it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Baron Nashor is within line of sight, ending the effect on itself on a success.

Foresight (Recharge 6): If Baron Nashor is in All-Seeing Form, the third eye on the forehead of its main head glows with a preternatural light as an action, allowing the Baron Nashor to anticipate its enemies' moves. For 1 minute, any attack roll made against it has disadvantage, and it makes attack rolls, ability checks, and saving throws with advantage. This effect ends early if the Baron Nashor is incapacitated or if its third eye is somehow blinded or closed.

Charge: If the Baron Nashor is in Hunting form and moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 22 (4d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone.

Bonus Actions

Forms: The Baron Nashor has three forms that it can switch between: Territorial, All-Seeing, and Hunting. It can switch between these forms using a bonus action, allowing it to use the specialized form abilities outline in the actions section.

Legendary Actions

The Baron Nashor 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 Nashor regains spent legendary actions at the start of its turn.

Detect: The Baron Nashor makes a Wisdom (Perception) check.

Bite: The Baron Nashor makes a bite attack.

Cast Spell (Costs 2 Actions): The Baron Nashor casts a spell (spell save DC 18), choosing from the following: blur, mirror image, misty step, or dimension door.

Description

Baron Nashor, a living enigma of Runeterra, is an otherworldly horror whose name is whispered in fear and awe. Voidborn, it hails from a place beyond comprehension, a realm where reality's fabric twists and bleeds. Bearing the semblance of Runeterra's serpentine leviathans, the Baron Nashor has emerged from the insatiable maw of the Void to consume, adapt, and ultimately to conquer.

A tri-headed monstrosity that dominates the battlefields onto which it is summoned or strays, each set of its piercing eyes seethes with the cruelty and cunning of the Void. Armored in scales that gradate from the most ominous purples to the deceptive calm of light teal, this juggernaut defies the known laws of nature and magic.

The constellation that bears its likeness weighs heavily upon the star-gazers of Runeterra, a grim portent of celestial machinations that could spell the end of all things. The tales are many and varied—some speak of the Baron's ascent through raw willpower, a testament to its indomitable ferocity. Others whisper of a celestial dragon's wrath, which wove the Baron's starry form as the instrument of ultimate vengeance.

Whichever myth one chooses to believe, the legends agree: Baron Nashor is the Scourge of the Celestial Realm, awaiting the call to unleash cataclysm upon the world. Its powers, derived from the skies and the abyssal Void, weave together to form a being not just of destruction, but of reshaping, always growing, always evolving. In the unwavering eyes of the Baron Nashor, one sees the end—the time-at-the-end-of-time.

birdercrow

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