Large Celestial, Lawful Evil
AC 25 Natural Armor    Initiative +25 (35)
HP 1160 (80d10 + 720)
Speed 50 ft., Fly 150 ft.
Mod Save
STR 30 +10 +19
DEX 30 +10 +19
CON 28 +9 +18
Mod Save
INT 26 +8 +8
WIS 26 +8 +8
CHA 30 +10 +19
Skills Athletics +30, Intimidation +20, Perception +28
Immunities Necrotic, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 60ft, Truesight 120ft; Passive Perception 38
Languages All, Telepathy 120ft All, telepathy 120ft
CR 30 (XP 155,000, or 155,000 in lair; PB +9)
Traits

Legendary Resistance (4/day). When Barbatos fails a saving throw, he can choose to succeed instead.

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

Warlord. Allies of Barbatos’ choice within 60 feet of him add 1d4 to their attack rolls and saving throws. Creatures that benefit from this trait deal an additional 18 (4d8) radiant damage on a hit with a weapon attack.

Thread of Triumph. Barbatos carries the Thread of Triumph. In the event of his death, it will gently float above his corpse, ready for another to claim. A creature that attempts to claim it must succeed on a DC 20 Charisma saving throw or take 110 (20d10) force damage. Then, they must convince the Thread of Triumph to attune to them, and vow to protect it from those who wish to destroy it. A creature that claims a Thread of Divinity becomes an ascended being of CR 26 or higher.

Wielder of Triumph. As the Wielder of Triumph, Barbatos gains a wide array of abilities pertaining to his divine domain:

  • Barbatos doesn’t require sleep, food, drink or air, drawing all the sustenance he needs from the divine domain of Triumph.
  • Barbatos is immune to any effect that would reduce his maximum hit points, outright kill him, or set his hit points to 0. Spells and magical effects that would impede him from regaining hit points instead halve the amount of hit points he regains.
  • Once per turn when Barbatos reduces a hostile creature to 0 hit points, he can choose to regain 100 hit points and immediately take another action.
  • Whenever Barbatos deals force damage, he regains an amount of hit points equal to the damage dealt.

Unendurable Strikes. Barbatos’ attacks are magical and deal an additional 5d10 force damage (included in the attack). Additionally Barbatos’ melee attacks hit critically on a natural roll of 18-20. Immortal Victor. Barbatos regains 50 hit points at the start of each of his turns as long as he has at least one legendary resistance remaining. Barbatos is killed only if he starts his turn with 0 hit points and doesn’t regenerate.

Alert. Barbatos cannot be surprised while he is conscious, and has a
+5 bonus to Initiative rolls.

Perfect Defense. Barbatos reduces all incoming damage from attacks
by 10. In addition, whenever he 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 and half damage if he fails.

Innate Spellcasting. Barbatos can cast the following spells innately, requiring no material
components. Charisma is his spellcasting ability for these spells (spell save DC 28, +20 to hit with spell attacks).

At will: compelled duel, plane shift, pulverizing radiance

3/day each: heavenly ire, power word penance, power word stun

1/day each: entropy of teng, cloak of barbatos 

 
Actions

Multiattack. Barbatos makes five attacks: two with his Claws, two with his Wings, and one with his Eye Beam.

Claw. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 31 (6d6 + 10) slashing damage plus 27 (5d10) force damage. Instead of dealing damage, Barbatos can grapple the target (escape DC 28).

Wing. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 27 (5d10) force damage. A creature hit by this attack must succeed on a DC 28 Strength saving throw or be knocked 30 feet away from Barbatos. Instead of knocking the creature away, Barbatos can choose to pin it to the ground or to a wall, provided both he and the creature are not flying. A creature pinned in this way is prone and restrained until the end of its next turn. As part of this attack, Barbatos can move up to 15 feet in any direction, including up, without provoking opportunity attacks.

Eye Beam. Ranged Spell Attack: +20 to hit, range 240 ft., one target. Hit: 35 (10d6) force damage, and the target must succeed on a DC 28 Constitution saving throw or be blinded for one minute. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except Very Rare or rarer magic items, are reduced to a pile of fine red dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This attack automatically disintegrates a Large or smaller non magical objects or a creation of magical force. If the target is a Huge or larger object or creation of force, this attack disintegrates a 10-foot-cube portion of it. Very Rare or rarer magic items are unaffected by this attack. 

 
Bonus Actions

As a bonus action, Barbatos performs one of the following Arts of War. After using an Art of War, Barbatos cannot use that same Art of War option until the start of his next turn.

Coup de Grace. Barbatos makes one Claw attack against a creature within range. On a hit against a creature that has 100 hit points or fewer, it must succeed on a DC 28 Constitution saving throw or be killed instantly. Barbatos can choose to reduce the target to 0 hit points instead, leaving it stable.
Whirlwind. Barbatos makes two Wing attacks against each creature of his choice within 5 feet of him.

Sunder Defenses. Barbatos makes one Claw attack against a creature within range. On a hit against a creature that is wearing armor, the target must succeed on a DC 28 Dexterity saving throw or have their AC reduced by 10 for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This effect cannot be applied multiple times to the same target, and cannot lower a creature’s AC below what they would have if they weren’t wearing any armor.

Staggering Strike. Barbatos makes one Wing attack against a creature within range. On a hit, the target must succeed on a DC 28 Constitution saving throw or be incapacitated and have their speed halved for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Banishing Beam. Barbatos makes one Eye Beam attack. A creature hit by this attack must succeed on a DC 28 Charisma saving throw or be banished to a plane of existence of Barbatos’ choice. A creature can repeat the saving throw at the end of each of its turns, returning to the nearest unoccupied space from where it was banished on a success.

Soul Wound. Barbatos makes one Claw attack. A creature hit by this attack must succeed on a DC 28 Charisma saving throw or be unable to teleport, leave the plane of existence it is currently in, use Mythical Techniques, or cast spells of 5th level or higher for one minute. If the target has no Mythical Techniques or spell slots of 5th level or higher, it cannot use its most powerful magical action or feature for the duration. A dragon, for example, will not be able to use its Breath Weapon. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

 
Reactions

Parry and Riposte. Barbatos adds 6 to his AC against one melee attack that would hit him, potentially causing it to miss. To do so, Barbatos must see the attacker. If the attack misses, Barbatos can make a Wing attacks against the attacker.

Always Triumphant (3/day). Barbatos chooses to succeed a saving throw he has failed and ends all harmful conditions currently afflicting him.

 
Legendary Actions

Barbatos 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. Barbatos regains spent legendary actions at the start of his turn.

Claw. Barbatos makes one Claw attack.

At Will. Barbatos casts one of his At Will spells.

Apparate. Barbatos magically teleports, along with any equipment he is wearing or carrying, to an unoccupied space he can see up to 120 feet away.

Eye Beam. Barbatos uses his Eye Beam attack.

Armor of Triumph (Costs 2 Actions). Barbatos coats himself with red light and becomes resistant to all damage until the start of his next turn.

Nephilim Smite (Costs 2 Actions). Barbatos calls down a radiant beam of light unto a target he can see within 120 feet. The target must make a DC 28 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much on a successful one.

Arts of War (Costs 2 Actions). Barbatos uses his Arts of War bonus action.

Dark Hand (Costs 3 Actions). Barbatos makes one Claw attack against a target within range. On a hit, Barbatos’ claw plunges deep within the target’s soul, absorbing their essence and taking their power for himself. The target must succeed on a DC 28 Constitution saving throw or take 70 (20d6) necrotic damage. This attack ignores resistance to necrotic damage. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces it to 0 hit points. Barbatos gains an amount of temporary hit points equal to the damage dealt. 

 
Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

 

Description

Arch Nephilim Barbatos

The Tower of Babel juts out of the depths of Tartarus, black and bruised like the broken bone of a Titan. It cuts through the Astral Sea and reaches for the heavens, as if defying the very nature of lower and higher planes of existence. Within its darkened walls dwell the Nephilim, fallen angels devoted to Triumph. And above it all, the greatest of the three Arch Nephilim surveys his broken kingdom, with its plots and its crude, ever-shifting hierarchy. Barbatos, Wielder of Triumph, leads with unflinching brutality.

 

Lair and Lair Actions

Barbatos is the master of the 100,000th floor of the Tower of Babel, among the stars of the Astral Plane. The  heights of his domain reach so far up into the universe, Tartarus cannot even be seen through the cosmic mists of space, yet its influence is undeniable; among the nebulous sea of stars, the wicked blackstone construction stands out like a sore thumb.

The 100.000th floor of the Tower of Babel is a circular arena with a radius of 150 feet. Four great pillars rise from the edges of the bastion, like a claw that reaches for the heavens. Beyond that, the floor of the top of the tower is made of smooth black stone, polished to perfection, in which the great constellations above are mirrored. This arena is indestructible, and is the place where countless duels for the Thread of Triumph have taken place. There are always three Arch Nephilim, who must all be present during a bout for Divinity. If the current Wielder of Triumph fails to stop the challenger, and the other Arch Nephilim do not approve of them, they can choose to fight for the Thread against the challenger.

In the current age, the two other Arch Nephilim are Ybril, Principality of Redemption, and Kali, Principality of Havoc. They must both be convinced–or defeated–for the Thread of Triumph to pass unto another. Barbatos, after all, is very well-liked by both principalities; he has held onto the Thread like no one before.

Unless through magical or divine means, the final stage of the Tower of Babel is inaccessible through the Astral Plane. One must ascend the previous 99.999 floors, starting from the base in the Great Hall, where
Arch Nephilim Kali awaits. Assaulting the Tower of Babel is impossible; it is the most secure bastion in
existence, made to withstand the might of Yhawe and Odin combined. Some say it will even endure Eternity, should it return.

For Barbatos to entertain an audience without the need to ascend the Tower of Babel in its entirety, one must have slain a Nephilim Centurion, one of several demi-gods of Tartarus, only subservient to the
Arch Nephilim themselves. Killing a foe of similar power, especially if the creature is voidborn, can net a similar result.

There are no substantial regional effects on the final floor of the Tower of Babel. The 100.000th was created to provide the fairest battle possible for the would-be challengers. This said, it does have some measure of defense against incursions, along with certain conditions to ensure a duel is carried out to its end.

Failing to claim Triumph means death. The following effects characterize this region:

Astral Space. Creatures within the Final Stage do not require air, food, drink, or sleep.

Triumph’s Challenge. Creatures that are attempting to claim the Thread of Triumph cannot leave the Arena by any means. They cannot teleport outside of the arena, nor can they be banished to another plane of existence. Neither the challengers nor the Wielder of Triumph can physically leave a 150-foot radius, 300-feet high cylinder that encompasses the entire Final Stage until either all challengers are defeated or the Wielder of Triumph is slain.

Hidden Space. Creatures cannot open a rift to access or leave the top of the tower by any means other than a casting of the Divine Rift spell.

Platforms. There are five floating platforms that begin to hover at different heights during a challenge against the Wielder of Triumph. These platforms are of different sizes and shapes, ranging from 20 feet long and 10 feet wide rectangles to 20-foot radius circles.

The Wielder of Triumph cannot use any lair actions for the duration of the challenge. Once it defeats all challengers, it can either choose to spare or destroy their souls, depending on their worth. 

 

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