Medium Fiend (Yugoloth), Neutral Evil
Armor Class 19 Natural
Hit Points 400 (50d8 + 100)
Speed 40 ft., Immune to difficult terrain on the planes of Hades.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
22 (+6)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws CON +11, INT +12, CHA +11
Skills Arcana +10, Deception +10, Intimidation +10, Perception +8, Stealth +10
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120, Passive Perception 18
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Natives of Hades. baernaloth have advantage on all saving throws against spells and other magical effects and can not be charmed, frightened or have their movement impaired by any difficult terrain on the planes of Hades.

Profane Touch. The Baernaloth's physical strikes all count as magical.

Inflict Torment. up to three times in the next 24 hours, the Baernaloth can simply inflict the same wounds on any creature it has previously struck with its claws, bite or both, it need only be within sight of the creature and whatever the maximum damage was the Baernaloth managed to inflict on that victim over one round of combat, it repeated, no attack roll, no saving throw, the wounds will simply tear open of their own accord.

Spellcasting.  The Baernaloth’s innate spellcasting ability is Charisma (spell save DC 18). The baernaloth can innately cast the following spells, requiring no material components:
At will: alter self, clairvoyance, command, darkness, detect magic, detect thoughts, dispel magic, phantasmal force, invisibility, revivify and vampiric touch.
3/day each: contagion, dimension door, fear, finger of death, polymorph, power word pain, and teleport.
1/day each: fire storm, mass suggestion, and power word heal.

Actions

Multi Attack. The baernaloth makes three attacks on its turn. Two claws and a bite, or one spell and two other actions of choice.

Claw Attack. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 3d8 + 5 slashing damage plus wounding*

Bite Attack.  Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 3d10 + 5 piercing damage plus wounding*

Wounding: Any time that a claw or bite attack hits, the victim must make a DC 19 Constitution saving throw or take an additional 4d10 Necrotic damage. 

Legendary Actions

The baernaloth 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 baernaloth regains spent legendary actions at the start of its turn.

Bite or Claw attack. (Costs 1 Action) The baernaloth makes one claw or bite attack.

Use a spell-like ability. (Costs 1 Action). The baernaloth casts a spell, but it can not use this action if it has already cast a spell this round.

Special Power. (Costs 2 Actions). The baernaloth uses a unique power, it will know one power from the samples below (feel free to invent a power for each baernaloth).

(SAMPLE POWERS, PICK ONE OR MAKE YOUR OWN)

Withering: Physical strikes may also inflict an agonizing withering of the flesh, as well as the wounding saving throw, the victim must also save vs Withering, or have one level of exhaustion inflicted on them and be incapacitated for the following round as they are wracked with incredible amounts of pain. Normal rest will not remove this sort of exhaustion so they suffer the effects of it until such time as they can be magically restored (this counts as a curse), this can only be inflicted up to three times on any one target and only once per round. The effect is horrific to witness and should require those adjacent to the victim or the Baernaloth to make a DC 15 Wisdom saving throw vs Fear.


Profane Regeneration: The Baernaloth regains 10 hit points at the start of its turn. If the Baernaloth takes radiant or holy damage, this trait doesn't function at the start of the baernaloth's next turn. The baernaloth dies only if it starts its turn with 0 hit points and doesn't regenerate. Also, unless removed from the plane of Hades and buried in consecrated ground, the Baernaloth will spontaneously raise from the dead within 6d6+6 days.


Life Drain: The Baernaloth targets one creature it can see within 120 feet of it. The target must succeed on a DC 19 Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The Baernaloth regains a number of hit points equal to half the amount of damage dealt.


Summon Child: A baernaloth can summon any fiend (daemon, demon, devil, yugoloth) in existence once per day, though it is loath to do so because it is disgusted by the weaker fiends it can control. A baernaloth can summon even an abyssal lord or lords of the nine hells, but they are not under control of the baernaloth and the ensuing rampage will probably kill everyone.


Root Of All Evil: No baernaloth is like the other and nearly all of them share one or more features with their offspring. After only a week of vile meditation and self-experimentation a baernaloth may grant itself one special attack or special quality of another kind of fiend, demon and so on. This manifests physically on the body of the baernaloth and may not be reversed, it can only have a few of these traits it has applied over the millennia.


Ancestor’s Bidding: The Baernoloth has the power to demand obeisance of all it's “children”. In a shockwave of sickly grey energy, a Baernaloth can attempt to dominate all evil creatures within 300 feet of itself as a standard action. All evil creatures must make a DC 19 Wisdom saving throw or be affected by a Dominate spell. There are plenty of exceptions to this, particularly creatures which are of sufficiently high rank, so, over DC 12, and creatures already dominated or devoted completely to some other master. But, it is highly effective on hordes of demons and the rank and file of the Armies of the Nine Hells.


Shield of the Innocent: This horrific power is the bane of crusaders of the light. When targeted by any divine attack of a holy, blessed or good nature, the Baernaloth can instantly summon one of the innocent souls of a victim it murdered and trapped in a vile prison outlawed by all of the gods. This shimmering specter suffers the full brunt of the attack and it is exactly like the attack struck an innocent being, inflicting terrible agony to them as they are released, still bound to the Baernaloth's wicked sorcery. The Baernaloth takes no damage or ill effect and observes the torment this causes its attacker with some interest.


As I Die: Perhaps the most fearsome of all powers of the baernaloth. When this baernaloth is slain by another living being its dark essence clings to the soul of the person who slew it. The soul is now bound in such a way that only true resurrection can restore the soul to its original state. While bound the essence of the Baernaloth slowly transforms the body of the victim over several days, during which time they will suffer unimaginable agony. No magical intervention short of a wish can slow this process and nothing can stop it. Eventually, the victim will be transformed into the original form of the dead baernaloth, now restored to life and in full control, drawing sustenance from the soul still trapped within it. The only way to save the victim is to kill the Baernoloth and cast true resurrection on the corpse, but, now a new victim is about to suffer a horrific fate.. and on, and on, it goes.

Description

Baenaloths in their natural, unaltered form look like 8 foot or 2.4 meters tall, spindly, gaunt and gangly horrors, with long and lanky in a humanoid arrangement, withered, scarred and warped by disease, their limbs are also grossly misshapen and disproportionate to all but its large head which looks like a horse skull with twisted rams horns, almost skeletal but like the rest of its frame, with gray and pustulent skin pulled taut over the underlying bone, the potch marked skin stretched far too tight to its discolored skeleton, oozing pus. Its long jaw is filled with nothing but teeth and a revolting pointed tongue. rivulets of noxious pus constantly leak from rotting yellow eyes, conveying nothing but a sense of ultimate malice.

Baernaloths are incredibly ancient, cold, manipulative, methodical, cruel and consummate liars. Over the eons, many have become new beings of power, some have become gods, all have unique abilities of which a few examples are included here for you to pick and choose from.

TheMightyGluestick

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