Evasion. If Bailun is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Regeneration. Bailun regains 10 hit points at the start of his turn if he has at least 1 hit point.
Legendary Resistance (3/Day). If Bailun fails a saving throw, he can choose to succeed instead.
Multiattack. Bailun makes three attacks with his unarmed strike.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 4) bludgeoning damage and 12 (2d6 + 5) force damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed 10 feet away and knocked prone.
Dark Fire (Recharge 4-6). Baliun hurls a ball of dark purple flame at a point he can see within 60 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. A creature takes 35 (6d6) fire damage and 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.
Quick Reflexes. Bailun adds +6 to his AC against one melee attack that would hit him. To do so, he must see the attacker.
Shadow Step. If Bailun is hit by a attack, he can use his reaction to move up to 60 ft., without provoking opportunity attacks.
Bailun can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Bailun regains spent legendary actions at the start of his turn.
Move. Bailun moves up to his speed without provoking opportunity attacks.
Unarmed Strike. Bailun makes one unarmed strike.
Teleport (Costs 2 Actions). Bailun magically teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see.
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