Huge Fiend, Chaotic Evil
Armor Class 18 Natural armor
Hit Points 133 (15d10 + 50)
Speed
STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
18 (+4)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +11, DEX +9, CON +11, INT +8, WIS +7
Skills Athletics +13, Intimidation +11, Perception +10, Stealth +12
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Exhaustion, Incapacitated, Poisoned
Senses Darkvision 120 ft., Passive Perception 20
Languages Common, Infernal, Telepathy 120 ft.
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Magic Resistance. Bailun has advantage on saving throws against spells and other magical effects.

Regeneration. Bailun regains 10 hit points at the start of his turn if he has at least 1 hit point.

Devil's Sight. Magical darkness doesn't impede the Bailun's darkvision.

Dark Nimbleness. Bailun can take the Dash, Disengage, and the Dodge actions as bonus actions.

Legendary Resistance (3/day). If Bailun fails a saving throw, he can choose to succeed it instead.

Actions

 Multiattack. Bailun makes three attacks: two with his Claws and one with his Tail.

Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 6) slashing damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be paralyzed until the end of its next turn.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 14 (4d6) poison damage.

Horrid Beam (Recharge 5-6). Bailun fires dark energy at a creature within 120 feet he can see. The creature must make a DC 20 Dexterity saving throw. A creature takes 18 (5d6) force damage and 18 (5d6) necrotic damage on a failed save, or half as much damage on a successful one.

Teleport. Bailun magically teleports, along with any equipment he is wearing or carrying, up to 120 ft. to an unoccupied space he can see.

Bonus Actions

Infernal Surge (3/day). Bailun gains advantage on all attack rolls, ability checks, and saving throws until the end of his next turn.

Hellish Glare. Bailun's targets one creature he can see within 30 feet. The target must succeed on a DC 18 Wisdom saving throw or be frightened until the end of Bailun's next turn.

Reactions

Parry. Bailun adds +4 to his AC against one melee attack that would hit him. To do so, Bailun must see the attacker and be wielding a melee weapon.

Uncanny Dodge. Bailun halves the damage that he takes from an attack that hits him. He must be able to see the attacker.

Retaliation. When a creature within 10 feet of Bailun hits him with a melee attack, Bailun can make one melee weapon attack against that creature.

Legendary Actions

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.

Claw Attack. Bailun makes one claw attack.

Tail Attack. Bailun makes one tail attack.

Teleport. Bailun magically teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see.

Previous Versions

Name Date Modified Views Adds Version Actions
5/29/2024 9:16:19 PM
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Coming Soon
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