Contractually Obligated. Bob has advantage to hit creatures under an infernal contract, and when he hits such creatures he delivers an additional 9 (2d8) damage of a type the target is most vulnerable to. A creature bound under an infernal contract also makes all saving throws against effects originating from Bob with disadvantage.
Spellcasting. Barnaby Bob is an innate spellcaster. His spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). Bob can cast the following spells at will, without material components:
At Will: Hellish Rebuke (2nd Level), Vicious Mockery (Max Level), Suggestion
3/Day: Flame Strike, Fireball (5th level), Hypnotic Pattern, Phantasmal Killer
1/Day: Power Word Stun, Psychic Scream, Otto's Irresistible Dance
Magic Resistance. Bob has advantage on saving throws against spells and other magical effects.
Multiattack. Bob makes one spell attack and two attacks choosing from his Longsword and Disarming Tongue.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Disarming Tongue. Ranged Spell Attack: +12 to hit, range 60 ft., one target. Hit: 10 (3d4 + 3) slashing damage. Barnaby Bob turns his words into literal weapons as they slash towards a creature within range. A target hit by this attack has vulnerability to psychic damage until the start of their next turn.
Description
Barnaby Bob is the ninth Archdevil of Nessus, the ninth layer of Hell. He is the devil of entertainment, and takes particular satisfaction in frustrating those who are happy, and killing those of the greatest joy. To do this, he runs a traveling circus sideshow in the material plane, pretending to be an ordinary clown and making deals with those who complete his carnival games. When they die, they go to his stationary amusement park in Nessus, where he entertains them with attractions until they're gleeful enough for his consumption.
Lair and Lair Actions
Barnaby Bob oversees his "Perfectly Abnormal Stationary Sideshow, Circus, and Amusement Park" from his Hellish Manor. He keeps his greatest treasures inside, and only the most joyous damned souls are allowed in before they are consumed. The following actions and effects are constantly available inside the Manor, but can be expanded to affect the Sideshow if need be.
Lair Actions
On initiative count 20 (losing initiative ties), Bob takes a lair action to cause one of the following effects; Bob can’t use the same effect two rounds in a row.
- Each fiend in the lair can pinpoint the location of each creature non-native to Hell within 120 feet of it until initiative count 20 on the next round.
- Each fiend in the lair has advantage on wisdom saving throws for non-damaging effects until initiative count 20 on the next round.
- Until initiative count 20 on the next round, any non-fiend creature that tries to cast a spell of 4th level or lower in Bob’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes (1d6) fire damage per level of the spell, and the spell has no effect and is wasted.
Regional Effects
Barnaby Bob's Hellish Manor is imbued with his infernal power, which creates one or more of the following effects:
- Food instantly turns to ash and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled — wine turning to vinegar, for instance.
- Divination spells cast within the lair by creatures other than Bob have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.
- A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic.
If Bob dies, these effects fade over the course of 1d4 days.
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Posted Aug 23, 2024Small Note - The proficiency bonus should be +4. Sadly, all CR 20 creatures are locked at +6 proficiency in DnD Beyond so I can't change it, but this is an RP game so just use your imagination.