Devil’s Sight. Due to his pact with D'Cactoid, Magical darkness doesn’t impede a Big Baloney's darkvision.
Jack of All Trades. Big Baloney adds half his proficiency bonus rounded down (+2) to any skill checks that he is not already proficient in.
Legendary Resistance (3/Day). If Big Baloney fails a saving throw, he can choose to succeed instead.
War Caster. Big Baloney has advantage on saving throws to maintain concentration.
Countercharm. Big Baloney and any friendly creatures within 30 ft. that can hear him gain advantage on saving throws against being frightened or charmed.
Psychic Blades (7/Day). Big Baloney can deal 8d6 psychic damage to a target when he hits them with a weapon attack. He can only do so once per round on his turn.
Words of Terror (1/Day). Big Baloney can speak to a humanoid alone for 1 minute and cause it to become frightened of you (or another creature of your choice) if it fails a WIS saving throw (DC 20) for 1 hour or until it or its allies are attacked or damaged. If the target succeeds, it is not aware you used this ability.
Spellcasting. Big Baloney is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). He has the following bard & warlock spells prepared:
Cantrips (at will): booming blade, prestidigitation, eldritch blast, mage hand, minor illusion, prestidigitation, vicious mockery
1st level (4 slots):command, find familiar, healing word, illusory script, thunderwave, unseen servant
2nd level (3 slots, 2 pact magic slots): darkness, enthrall, hold person, suggestion, zone of truth
3rd level (3 slots): fear, glyph of warding, hypnotic pattern
4th level (3 slots): dimension door, freedom of movement, locate creature
5th level (2 slots): dominate person, geas, seeming
6th level (1 slot): mass suggestion
7th level (1 slot): forcecage, symbol
8th level (1 slot): mind blank
9th level (1 slot): psychic scream
Big Spicey 'Cactoid-Bung. Melee Hexblade Weapon Attack : +12 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 7) bludgeoning damage plus 3 (1d4) fire damage.
Summon Primo. As an action, Big Baloney can summon his familiar Primo. Primo takes a different for depending on whether he is in the overworld or the underworld. Primo remains by Big Baloney's side and under his control until he, or Big Baloney's health is reduced to 0, or if Big Baloney dismisses him as an action.
Shadow Lore (1/Day). As an action, Big Baloney can whisper a phrase that one creature who shares a language with him, and can hear him within 30ft. The creature must make a WIS saving throw (DC 20). If it fails, the target is charmed by Big Baloney for the next 8 hours or until Big Baloney or his allies attack it, damage it, or force it to make a saving throw. When the affect ends, the creature has no understanding of why it held Big Baloney in such fear.
Hexblade's Curse (1/Day). As a bonus action, Big Baloney can choose one creature he can see within 30ft. to curse for the next minute, or until Big Baloney is incapacitated, or until the target dies. Against the cursed creature, Big Baloney gains a +6 bonus to damage rolls, scores a critical hit on a roll of 19 or a 20. Big Baloney regains 10 hit points if the target dies.
Sentinel Attack. When Big Baloney hits a creature with an opportunity attack using a weapon, the creatures speed becomes 0 for the rest of it's turn. Creatures provoke opportunity attacks from Big Baloney even if they use the Disengage action. When a creature within 5 feet of you makes an attack against a target other than Big Baloney, he can use your reaction to make a melee weapon attack against the attacking creature.
War Caster Attack. Big Baloney can use his opportunity attack to cast a spell that has a casting time of 1 action and only targets one creature.
Big Baloney 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. Big Baloney regains spent legendary actions at the start of his turn
Bamboozle. Big Baloney makes a deception check to set a DC. One creature who shares a language with him, and can hear him within 30ft makes an insight check against that DC. If they fail, they have disadvantage on DEX, WIS, and STR saving throws and attacks against them have advantage until the start of their next turn.
You Wouldn't Know it to Look at Me. Big Baloney moves up to his speed without provoking opportunity attacks.
Shoot Em'. Big Baloney casts eldritch blast.
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