Medium Fiend, Chaotic Neutral
AC 17 Unarmored + Graveward Aegis    Initiative −2 (8)
HP 95 (15d8)
Speed 30 ft., Fly 30 ft. (levitation while wreathed in funeral smoke)
Mod Save
STR 5 −3 +1
DEX 3 −4 −5
CON 7 −2 +5
Mod Save
INT 13 +1 +7
WIS 11 +0 +7
CHA 10 +0 +6
Skills Deception +5, Insight +5, Intimidation +6, Religion +6
Resistances Cold, Fire, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison; Poisoned
Gear Black silk suit, skull-topped cane, cards and cigar that serve as arcane foci
Senses Blindsight 10 ft (grave-sense), Darkvision 60 ft; Passive Perception 13
Languages Common can converse with the dead he has personally interred, Infernal
CR 6 (XP 2,300; PB +3)
Traits

 

  • Graveward Aegis. While unarmored, Baron Samedi gains +2 AC (included) and resistance to cold, fire, radiant, necrotic, and nonmagical bludgeoning/piercing/slashing. He is immune to poison damage and the poisoned condition.

  • Loa’s Endurance. If the Baron has at least 1 HP at the start of his turn, he regains 5 HP (regeneration).

  • Godly Physiology (Magic Resistance). Advantage on saving throws against spells and other magical effects.

  • Master of the Grave. The Baron can speak with the dead as though under speak with dead, and undead within 30 ft have disadvantage on saving throws to resist his necromancy.

 

Actions

 

  • Multiattack. The Baron makes two attacks in any combination of Cane Cut and Grave Hex.

  • Cane Cut (Melee Weapon Attack). +6 to hit, reach 5 ft., one target. Hit: 2d6 + 3 slashing. If the target is frightened, charmed, or undead, it takes +1d6 necrotic.

  • Grave Hex (Save-based). One creature within 60 ft must succeed on a DC 17 Wisdom save or be charmed until the end of the Baron’s next turn. While charmed this way, the creature is incapacitated and can move only to dance in place (speed 0). On a success, it takes 2d6 psychic and the effect ends.

  • Raise Revenant (1/Short Rest). The Baron summons a revenant servant in an empty space within 30 ft. It acts on his initiative (after his turn) and lasts 1 minute, until reduced to 0 HP, or until dismissed (no action).

    Revenant Servant — Small undead, neutral
    AC 13; HP 18 (4d6+4); Speed 30 ft
    STR 12 (+1) DEX 14 (+2) CON 12 (+1) INT 3 (−4) WIS 10 (+0) CHA 6 (−2)
    Resistances necrotic; Immunities poison; Cond. Immune poisoned
    Actions Grave Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.; Hit: 1d6 + 2 slashing + 1d4 necrotic.
    Trait Dance Macabre: While within 10 ft of the Baron, the revenant’s attacks deal +1 necrotic damage.

 

Bonus Actions

 

  • Shadow Step (Teleport, 3/Day). The Baron teleports up to 30 ft to a space he can see, leaving a swirl of cigar smoke and laughter.

  • Graveyard Boon (1/Turn). He adds +1d6 necrotic to one damage roll this turn, or grants an undead ally within 30 ft +1d6 necrotic on its next hit before the start of his next turn.

 

Reactions

Crossroads Bargain. When a creature the Baron can see within 30 ft succeeds on a saving throw against his effect, he can force it to reroll the save. The creature must use the new result (1/round).

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

Master of the crossroads and cemeteries, Baron Samedi presides over life and death bargains, resurrects the fallen for a price, and wards graves against the restless. In hunter lore tied to the Supernatural-verse, he’s credited with bartering resurrections, binding revenants, and turning curses back on their makers—appearing with a top hat, cigar, and laughter that chills the spine.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Planar (Lower Planes)Planar (Shadowfell)Swamp

Zackagawea

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