Large Fiend, Chaotic Evil
AC 24 Infernal Plate of Binding    Initiative +7 (17)
HP 420 (32d10 + 256)
Speed 40 ft., Fly 60 ft.
Mod Save
STR 30 +10 +17
DEX 25 +7 +7
CON 26 +8 +15
Mod Save
INT 24 +7 +7
WIS 22 +6 +13
CHA 28 +9 +16
Skills Athletics +15, Deception +16, Insight +14, Intimidation +16, Perception +14
Resistances Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Fire, Poison; Charmed, Frightened, Poisoned, Restrained
Senses Truesight 120ft; Passive Perception 22
Languages All, Telepathy 120ft All, Telepathy 120ft
CR 22 (XP 41,000; PB +7)
Traits

Absolute Infernal Authority

The Baron-Executor ignores immunity to the frightened and charmed conditions.

  • Creatures normally immune instead have advantage on saving throws, but are not immune.

  • If a creature would be immune due to a class feature, race, or magic item, the effect is treated as resistance instead.

  • This represents the Eighth Seal overriding mortal, divine, and planar protections.
  • Seal of Unavoidable Judgment
  • When the Baron forces a saving throw:
  • Legendary Resistance cannot be used unless the creature expends two uses at once.

  • Creatures with magic resistance do not gain advantage on the save.

Hell’s Due (Mythic Punishment)

When a creature succeeds on a saving throw against the Baron’s abilities, it takes 15 (3d8) psychic damage as infernal law exacts a toll.

Magic Resistance

The Baron has advantage on saving throws against spells and magical effects.

Magic Weapons

The Baron’s weapon attacks are magical.

Actions

Multiattack

The Baron makes three attacks, or two attacks and uses Eighth Seal Decree.

Infernal Executioner Blade

Melee Weapon Attack: +18 to hit, reach 10 ft., one target
Hit: 28 (6d10 + 8) slashing + 18 (6d8) fire
If the target is frightened, restrained, stunned, or prone, deal an extra 18 (6d8) necrotic damage.

Eighth Seal Decree (Recharge 5–6)

The Baron issues a divine-infernal command. Creatures of the Baron’s choice within 60 feet must make a DC 24 Charisma saving throw.

  • Failure: Frightened for 1 minute, restrained while frightened, and speed reduced to 0.

  • Success: Frightened until the end of their next turn.

  • Immunity does not negate this effect (see Absolute Infernal Authority).

Creatures may repeat the save at the end of their turns, ending the effect on a success.

Chains of Contractual Damnation

The Baron targets up to three creatures it can see within 90 feet. Each must make a DC 24 Strength or Dexterity save.

  • Failure: Restrained by infernal chains (escape DC 24).

  • While restrained, the creature takes 21 (6d6) fire damage at the start of each of its turns.

Infernal Sentence (3/Day)

The Baron names one creature it can see.

For 1 minute:

  • The target has disadvantage on all saving throws

  • Damage resistances are ignored

  • Healing the target receives is halved

This effect ends early if the Baron is incapacitated.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Punish Defiance

When a creature within 30 feet succeeds on a saving throw, the Baron may deal 33 (6d10) psychic damage and force the creature to make a DC 24 Wisdom save or be frightened until the end of its next turn.

Legendary Actions

Legendary Actions (3/round)

The Baron regains legendary actions at the start of its turn.

Infernal Step

Teleport up to 30 feet to an unoccupied space.

Seal Strike

Make one Infernal Executioner Blade attack.

Command the Law (Costs 2 Actions)

One creature the Baron can see within 60 feet must succeed on a DC 24 Wisdom save or be stunned until the end of its next turn.

Judgment Descends (Costs 3 Actions)

All frightened enemies within 60 feet take 27 (6d8) psychic damage, and the Baron regains 30 hit points.

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

1 — Infernal Executioner Blade (Legendary, Requires Attunement)

A massive hellforged greatsword still burning with lawful fire.

  • +3 Greatsword

  • Deals an extra 2d8 fire damage

  • Creatures frightened by you take an additional 2d8 necrotic damage

  • Once per long rest: Ignore immunity to frightened for one attack or effect you cause

Devils recognize this weapon and treat the wielder as a ranking infernal officer.


2 — Infernal Plate of the Eighth Seal (Legendary, Requires Attunement)

Blackened plate armor etched with glowing crimson sigils.

  • AC 21

  • Resistance to fire and necrotic damage

  • Advantage on saving throws against spells

  • Once per day: As a reaction, reduce damage to 0 and force the attacker to make a DC 20 Wis save or be frightened for 1 round


3 — Seal of Absolute Authority (Artifact-Level Relic Fragment)

A fragment of infernal law sealed in obsidian.

  • While attuned, creatures within 10 ft. have disadvantage on saves against your abilities

  • Once per long rest: Treat immunity to charm or fear as resistance for 1 minute

  • Lawful extraplanar beings instinctively recognize its power


4 — Chains of Contractual Damnation (Legendary Wondrous Item)

A coiled chain still warm to the touch.

  • As an action, target a creature within 60 ft. (DC 19 Str or Dex save)

  • On failure, restrained for 1 minute (escape DC 19)

  • While restrained, creature takes 3d6 fire damage at the start of each turn

  • Devils cannot lie to the wielder while these chains are visible


5 — Codex of the Eighth Seal (Very Rare Spell Tome)

A heavy infernal ledger written in burning script.

  • Grants +2 to spell save DC

  • Contains hold monster, dominate person, wall of fire, forbiddance

  • Once per long rest: Force a creature to reroll a successful saving throw


6 — Infernal Writ of Power (Consumable Contract)

A single-use infernal contract written in blood and gold ink.

  • As a bonus action, gain for 1 minute:

    • Advantage on all attacks

    • Resistance to all damage

    • Enemies have disadvantage on saves against you

  • After use: DM may introduce infernal consequences later 😈


7 — Hellfire Core (Legendary Crafting Component)

A pulsating infernal engine fragment.

  • Used to forge:

    • +3 weapons or armor

    • Airship infernal engines (👀 Torgonia synergy)

  • Worth 25,000 gp or more on planar markets


8 — Baron’s Signet of Judgment (Very Rare Ring)

A heavy ring bearing the Eighth Seal.

  • +2 to Charisma saving throws

  • Advantage on Intimidation and Persuasion checks

  • Once per long rest: Command (no concentration, DC 19)


9 — Soul-Coin Cache of the Eighth Court

A locked infernal coffer.

Contains:

  • 6d6 soul coins

  • Each coin can:

    • Power infernal machines

    • Be traded for favors

    • Be used as spell components to bypass material costs (DM discretion)


10 — The Broken Eighth Seal (Campaign-Changing Relic)

The shattered remains of the Baron’s authority.

  • Can:

    • Seal or unseal planar gates

    • Permanently alter devil hierarchies

    • Be reforged into an artifact of divine-infernal law

  • Multiple factions will hunt the party for this item

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.

ProtoTor

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