Medium Humanoid, Typically Chaotic Evil
Armor Class 18 Awakend form is 20
Hit Points 300 (19d8 + 96)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
22 (+6)
INT
16 (+3)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws CON +10, WIS +6, CHA +8
Skills Athletics +8, Perception +8, Survival +5
Damage Resistances Necrotic, Psychic
Condition Immunities Charmed, Frightened, Grappled
Senses Passive Perception 13
Languages Common, Giant (can't speak in bear form)
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Legendary resistance: When Baron fails a saving throw he may chose to succeed instead

Ritual-Conduit Flesh. When Baron casts a spell of 1st level or higher, he gains 5 temporary hit points.

Aura of Obedience. Baron emits an aura in a 30-foot radius. Any hostile creature that starts its turn in the aura must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls until the start of its next turn. A creature that succeeds is immune to this effect for 24 hours.

Spellcasting. Baron is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +9 to hit with spell attacks). He has the following spells prepared:+9.

 Once Baron hits 0 hit points he is revived to 200 hit points in his awakened

Actions

Multiattack. Baron makes 3 melee attacks or cast a spell

Shadowbrand Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (1d10 + 5) slashing damage and  (1d8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or gain vulnerability to necrotic damage until the end of its next turn. A creature that succeeds is immune until the start of Baron's next turn.

Web of Lies (Recharge 5–6). Baron unleashes shadowy illusions in a 20-foot radius. Each enemy in the area must make a DC 16 Intelligence saving throw or be restrained for 1 minute. An affected creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.

Bonus Actions

Soul Siphon. One creature Baron can see within 60 feet that is charmed, frightened, or restrained must make a DC 16 Charisma saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much on a successful one. Baron regains hit points equal to half the damage dealt.

Legendary Actions

 Baron can use 3 legendary actions per round.

  • Mind Pierce. One creature Baron can see within 60 ft. must make a DC 16 Intelligence saving throw, taking 9 (2d10) psychic damage on a failed save, or half as much on a success.

  • Command Step. Baron moves up to half his speed without provoking opportunity attacks.

  • Summon Cultist (Costs 2 Actions). Baron summons a Redbrand cultist use Acolyte stats with resistance to [damage]necrotic[/damage]). The cultist acts on Baron’s initiative and vanishes after 1 minute or if reduced to 0 hit points.

 

Mythic Actions

Shadowbrand Blade. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 5) slashing damage and  (2d8). If the target is a creature, it must succeed on a DC 17 Constitution saving throw or gain vulnerability to necrotic damage until the end of its next turn. A creature that succeeds is immune until the start of Baron's next turn.

Legs of the Betrayer: Melee Weapon Attack: 

+10 to hit, reach 5 ft., one creature. Hit: 9 (1d12 + 3)

 

Mythic Trait – Emissary of the Web Queen

When Baron enters his Awakened Form, the battlefield becomes shrouded in spiritual webbing visible only to creatures with Truesight. All enemies within 60 feet must succeed on a DC 19 Wisdom saving throw or be blinded until the end of their next turn and unable to take reactions for 1 round.

For the remainder of the battle, Baron gains access to Mythic Actions.

1. Widow’s Lure (Costs 1 Action).
Baron targets a creature he can see within 60 feet. The target must make a DC 19 Wisdom saving throw or use its reaction (or next available movement) to move its speed toward Baron through the shortest route, provoking opportunity attacks. If the creature ends its movement within 5 feet of him, it is grappled and restrained by spectral webbing (escape DC 17).


2. Threads of the Abyss (Costs 2 Actions).
Baron tears open a glimpse of the Demonweb Pits. Tendrils of shadowy webbing lash out in a 20-foot radius centered on a point he can see within 60 feet. All creatures in the area must make a DC 19 Dexterity saving throw, taking 27 (6d8) necrotic damage and becoming restrained on a fail, or half as much and not restrained on a success.


3. The Queen Watches (Costs 2 Actions).
A ghostly visage of Lolth looms behind Baron. He chooses up to 2 creatures he can see. They must each make a DC 19 Charisma saving throw or become frightened and paralyzed until the end of their next turn. Creatures that succeed are still frightened for 1 round.

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