Gargantuan Beast (Demon), Chaotic Evil
Armor Class 23 Natural
Hit Points 210 (20d20 + 1)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
11 (+0)
INT
26 (+8)
WIS
24 (+7)
CHA
19 (+4)
Saving Throws INT +21, WIS +17, CHA +14
Skills Arcana +3, Persuasion +5
Damage Resistances Cold, Fire, Bludgeoning from non magical attacks
Condition Immunities Frightened, Petrified, Poisoned
Senses Truesight - 100ft, Passive Perception 30
Languages Celestial -Telepathy in sight, Infernal - Telepathy in sight
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Resistance from hell. Baphador gains resistance to fire, cold and non magic bludgeoning damage, and it's inmune to getting frighten and poisoned.

Iron Flesh. Baphador gains extra AC equal to half it's STR modifire rounded up and inmunity to being petrified.

Last Dance. Once per long rest Baphador is able to revive at half hp.

Ignore the pain. When Baphador takes lethal damage, instead of going unconscious it takes that damage over 3 rounds, does extra 1d4 fire damage, and gets +5 to all hit and save rolls. This trait gets weaker the more times it is used, the second time it happens, the damage over time gets shorten to 2 rounds, and gets +3 to all hit and save throws. The tird time this ability happens Baphador will take the lethal damage the next round and the extra damage and the hit/save bonus get remove. If Baphador kills someone in the turns that take the damage over time, instead heal all damage and Baphador does not take any damage.

Pure Madness. After 3 rounds in combat all fire damage that Baphador deals, applies frighten for 1 round if they get hit and fail by at least their INT modifire. Also, every time it talks, every creature that hears it gains 1 madness point, after a taking equal madness points to your INT modifire, you become "Mad" (removes your INT modifire, gain disadvantage to all INT rolls and become frighten for 1 round).

 

Actions

Seal wounds. Baphador uses some of it's magic to conjure salt and uses it to heal any wound it took. It heals 2d12 +30% missing Hp rounded up. The salt burns the inner flesh for most species and creatures it's painfull and it only serves to desinfect any smaller wound.

Hell rite. Baphador takes a turn to charge and concentrait it's body, while in this state, Baphador gains inmunity to al conditions and is resistant to all damage types. After one round Baphador gains +5 to all save and hit throws, gains AC equal to it's INT modifire and gains an aura in 5ft around they that deals 5 fire damage to all targets inside that area. The targets take damage every time any creature in an encounter take their turn. Baphador gains all this traits for 2 rounds. 

Cane Smash. The demon uses it's cane to perform an attack to a single target in a 5ft range, dealing 3d8 +7 bludgeoning and fire damage, whenever this attack hits it also does an small explosion in a 10ft range, and all possible targets take 15 fire damage if they fail a DEX saving throw.

Skull smash. Baphador uses it's horns to charge towards a single target in a range equal to it's walking speed, the target must succeed a DEX saving throw with a DC of 16, if failed, the target takes 2d12 +10 bludgeoning damage and become prone for 2 rounds. If Baphador is at least half of it's walking speed to the target it takes the full effects if they fail the saving throw, if instead they are in at least less than half of it's walking speed they instead take 2d8 +5 bludgeoning damage.

Cinder. Baphador creates either a line, cone, circle or hits a single target in a 60ft range. If it creates a circle, it can make it in a 60ft range with a 10ft radius, for a line it creates a 30ft line, for a cone it creates a 20ft cone. All forms of "Cinder" deal the same damage and have the same saving throw. It deals 5d4 +10 fire damage if they fail an INT saving throw with a DC of 18.

Melted Intellect. Baphador creates a large amount of molten magma to attack a single target in a 100ft range, they take 3d8 +7 fire damage  and gain -5 to all INT throws, if they fail a INT saving throw with a DC of 16.

Declining sanity. As the fight goes on Baphador gains on the second round another attack, by using a ritual circle Baphador summons a wave of golden fire in a 100ft line that travels in a pinch, all creatures (friend or foe), take 4d8 +8 fire damage and become fighten for 2 rounds and gain disadvantage for 3 rounds on all INT saving throws if they fail a INT saving throw with a DC of 14. After performing this action, Baphador throws a d6 and must wait that amount of rounds until it can use this action again.

Bonus Actions

Bargain. At the end of every round Baphador talks to all creatures, and it ignores the languajes that they understand. Baphador speaks in a monotone voice and offers a small trade to all creatures, but they always come at a cost. For example, it offers to double all damage that any PC does for one round but they gain -7 in all to hit rolls. Baphador will always offer you something that appears to be good, but theres always a cost to magic and power.

Reactions

Summon a sacrifice. Baphador is able to summon 1d4 small creatures of any kind in an empty space in a 30ft range, but they come at 1 Hp and can only walk in a 10ft area. Whenever Baphagor starts to ignore the pain it summons a way to realease the pain.

Legendary Actions

Every time it speaks it gains a ornament on one of its horns, this ornaments are limited to 2. Whenever it gains its second ornament it can use them to perform a legendary action.

Fire of the mad (Cost 1 action). Baphagor makes a small spark of fire, they throw it at a single target in a 30ft range, the target must succeed a INT saving throw with a DC of 14, or become "Mad" and take 1d4 fire damage.

Golden spur. (Cost 1 action). It is able to summon large amounts of golden fire under all targets in a 100ft range, they must succeed a DEX saving throw with a DC of 15, if failed, they take 3d12 +10 fire damage.

Meditation (Costs 2 Actions). Baphagor sits in a single position for 2 rounds and channels powers from hell. If Baphagor loses consentration in those rounds, then he becomes vunerable to all damage types, but if it does not lose consentration, the he gains 100% of its walking speed, and raises it's AC equal to it's INT modifire for 2 rounds.

Mythic Actions

Whenever Baphagor uses "Ignore the pain"  for the first time they gain access to the following actions and traits.

Tender body. After sustaining damage for sometime, its flesh has soften, halfing its AC by half.

Broken bones. It's bones crack under so much force that it's walking speed is halfed and gains -3 to hit on all melee attacks.

Incinerate. Baphagor performs a massive rain of fire to a single target in a 30ft range that deal 1d4 +50% of the target's max Hp if they fail a DEX saving throw with a DC of 12.

Description

A huge humanoid looking goat, it comes in a deep brown color, it's eyes are yellow and the pupils are black. The horns curve behind it's head. His fleshy and hairy body are unsettling and are much more resistant than what meets the eye. 

Monster Tags: Demon

Punk_Owl07

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