Huge Fiend, Chaotic Evil
AC 22 Natural armor    Initiative +4 (14)
HP 500 (40d12 + 240)
Speed 50 ft., Burrow 30 ft.
Mod Save
STR 26 +8 +8
DEX 18 +4 +12
CON 26 +8 +16
Mod Save
INT 26 +8 +16
WIS 20 +5 +13
CHA 22 +6 +6
Skills Arcana +16, Athletics +16, Intimidation +14, Perception +13
Resistances Cold, Fire, Necrotic
Immunities Force, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Frightened, Incapacitated, Paralyzed, Poisoned
Senses Darkvision 120 ft.; Passive Perception 23
Languages All, Telepathy 120 ft.
CR 26 (XP 90,000, or 105,000 in lair; PB +8)
Traits

Devil’s Sight. Magical darkness does not impede Baal’s darkvision.

Great Evil. If Baal is killed then his spirit returns to the Black Abyss, where his body will reform after 1d100 years.

Legendary Resistance (3/Day, or 5/Day in Lair). If Baal fails a saving throw, he can choose to succeed instead.

Lord of Destruction. Baal’s destructive touch corrupts and shatters all things. When Baal hits an object or structure with an attack, it takes double damage.

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

Rampage. If Baal reduces a creature to 0 hit points on his turn, he can immediately move up to half his speed and make one additional attack against a different creature without using an action.

Actions

Multiattack. Baal makes two Tentacle attacks and one Mote of Ruin attack.

Tentacle. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) piercing damage and 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 24 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest or a Greater Restoration spell is cast on them. The target dies if its hit point maximum is reduced to 0.

Mote of Ruin. Ranged Spell Attack: +16 to hit, range 120 ft., two targets. Hit: 36 (8d8) force damage. If a creature is reduced to zero hit points by this attack, its body bursts into bits.

Quaking Blast (Recharge 5–6). An explosive force bursts forth from Baal and is sent out in every direction. Each creature other than Baal in a 60-ft radius sphere around him must make a DC 24 Dexterity saving throw, taking 35 (10d6) fire damage and 35 (10d6) bludgeoning damage on a failed save, or half as much damage on a successful one. This ability also causes the affected area to become difficult terrain. Baal is not affected by the difficult terrain caused by this ability.

Spellcasting. Baal casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 24, +16 to hit with spell attacks).

At will: Gravity Sinkhole, Hellish Rebuke, Shield, Thunder Step

3/day each:  Destructive Wave, Disintegrate, Gravity Fissure, Mordenkainen's Sword

1/day each: Dark Star, Ravenous Void

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

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, Baal can expend a use to take one of the following actions. Baal regains all expended uses at the start of each of his turns.

Destructive Magic. Baal uses Spellcasting or Teleport.

Festering Appendage. Baal summons festering appendages next to a creature he can see within 60 feet. He then makes one Tentacle attack against that creature. Hit or miss, the appendages then vanish.

Lord of Hell (Costs 2 Actions). Baal magically summons a vlazok. The vlazok appears in an unoccupied space within 60 feet of Baal, acts as Baal’s ally, and acts on its own initiative. The vlazok remains until Baal dies or he dismisses it as an action.

Description

Tor'Baalos, more commonly referred to as Baal, is one of the three Prime Evils, the Lord of Destruction. As with all the Great Evils, Baal spawned from one of the seven heads of the great dragon Tathamet. His domain in the Burning Hells is the Realm of Destruction. He revels in utter annihilation; not only of the world around him, but of those who dwell in it. Every home built, every flower grown, and every child born merely whets his appetite for destruction.

Baal manifests as a nightmarish fusion of man and demon. His gaunt, corpse-like torso is crowned with writhing tendrils, a mane of black fur, and a skull-like visage burning with crimson eyes. A hollow gapes from under his chest marred with jagged, rib-like protrusions, while his clawed hands grasp with predatory hunger. His lower body is covered by a tattered cloth and twists into jagged, insectoid limbs that carry him with a creeping, arachnid gait.

Lair and Lair Actions

Baal makes his lair in the stronghold of Abaddon, which is in the Realm of Destruction, the region of Hell he rules over.

It is here that his demonic legions are brought up and trained for one purpose: destruction.

Earthquakes. Earthquakes commonly tear through the area within 6 miles of Baal's lair. Whenever a creature in that area other than Baal and his allies finishes a Long Rest, roll 1d20. On a 1, a crack opens beneath the creature, and the creature must succeed on a DC 15 Dexterity saving throw or fall 2d4 × 10 feet into the crack.

Demonic Soldiers. If a humanoid dies in the area within 1 mile of Baal's lair and is left there for 24 hours, the corpse will be twisted and transformed into a barlgura.

Destructive Realm. Any non-magical items not being worn or carried within 10 miles of Baal's lair begin to corrode and disintegrate rapidly. Within 1 hour, any item becomes unusuable and within 24 hours, it is reduced to dust.

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