Huge Undead, Neutral Evil
Armor Class 15 Natural Armor
Hit Points 210 (28d8 + 84)
Speed 50 ft.
STR
21 (+5)
DEX
15 (+2)
CON
16 (+3)
INT
18 (+4)
WIS
14 (+2)
CHA
16 (+3)
Skills Deception +6, Perception +5
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Truesight 120 ft., Passive Perception 15
Languages Abyssal, Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Close Quarters Fighter. The Ba’al Verzi Avenger doesn't have disadvantage on its ranged attack rolls when within 5 feet of a hostile creature.

Divination Senses. The Ba’al Verzi Avenger can see 60 feet into the Ethereal Plane when it is on the Material Plane and vice versa.

Incorporeal Movement. The Ba’al Verzi Avenger can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Multiattack. The Ba’al Verzi Avenger makes two attacks.

Ba'al Verzi Dagger. Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 10 (1d8 +6) piercing damage and the target must make a DC 16 Wisdom saving throw, taking 17 (5d6 ) necrotic damage and becoming cursed until the start of the Ba’al Verzi Avenger’s next turn on a failure. On a success, the target takes half the necrotic damage and isn't cursed. While cursed in this way, a creature moves at half speed and can't regain hit points, and the Ba’al Verzi Avenger has advantage on attack rolls made against it. The Ba’al Verzi Avenger doesn't gain disadvantage on an attack roll made with this attack due to being within 5 feet of a hostile creature.

Grasp of the Grave. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (5d8) necrotic damage and the target is grappled until the Ba’al Verzi Avenger loses its concentration (as if concentrating on a spell) or until the target uses its action to break free (escape DC 16). (Dragging this target doesn't cause the Ba’al Verzi Avenger to move more slowly.) The Ba’al Verzi Avenger can then immediately move up to half its speed without triggering opportunity attacks. Until this grapple ends, the target is restrained and takes an additional 12 (3d8) necrotic damage at the start of each of it's turns, and Ba’al Verzi Avenger can't use this attack on another target. 

Bonus Actions

Shrieking Souls. A shroud of moaning spirits surrounds each creature within 5 feet of the Ba’al Verzi Avenger. Each creature in that area must make a DC 16 Constitution saving throw or take 12 (3d8) necrotic damage and be dazed until the start of the Ba’al Verzi Avenger’s next turn. (A dazed creature can move or take one action on its turn, not both. It also can’t take a bonus action or a reaction.)

Wail of the Forsaken (Recharge 5-6). The spirits within the Ba’al Verzi Avenger’s cloak let out a maddened, burbling cry. Each creature within 60 feet must make a DC 16 Wisdom saving throw or be frightened until the start of the Ba’al Verzi Avenger’s next turn.

Legendary Actions

The Ba’al Verzi Avenger 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. The Ba’al Verzi Avenger regains spent legendary actions at the start of its turn.

Indomitable. Trigger. The Ba’al Verzi Avenger can repeat the saving throw against one effect or condition currently affecting it. (This has no effect if the effect or condition didn’t originally require it to fail a saving throw.)

Ghastly Foresight. In response to being targeted by an attack or a spell that requires a saving throw, the Ba’al Verzi Avenger imposes disadvantage on the attack roll or grants itself advantage on the saving throw. After the roll is made, the Ba’al Verzi Avenger can immediately move up to half its speed without provoking opportunity attacks.

Traitor's Noose. The Ba’al Verzi Avenger manifests a spectral noose that hangs loosely around the attacker's neck, forcing them to make a DC 16 Wisdom saving throw. On a failure, the attacker is filled with a brief and blinding rage toward another creature of the Ba’al Verzi Avenger’s choice, and must instead immediately use its reaction, if available, to move up its speed toward that creature and make the same melee attack against that creature instead. The noose then disappears.

Ghostly Step. The Ba’al Verzi Avenger teleports up to 15 feet away. It can then immediately force each creature within 5 feet of its new location to make a DC 16 Wisdom saving throw. Each creature that fails the saving throw is frightened until the end of that creature's next turn.

Haunting Echoes. In response to taking damage from a creature, the Ba’al Verzi Avenger forces that creature to make a DC 16 Wisdom saving throw. On a failure, that creature takes 10 (3d6 + 1) psychic damage and has disadvantage on the next attack roll or ability check it makes before the start of its next turn.

Habitat: Planar (Lower Planes)

Forgon

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