Devil's Sight. Balthazar can see normally in both natural and magical darkness.
Fiendish Blessing. Balthazar gains a +2 bonus to Armor Class (included in his AC of 21).
Hellfire Strikes. Balthazar's weapon attacks are magical and deal an extra 14 (4d6) fire damage (included in his attacks below).
Inevitable Resolve. Balthazar cannot be charmed, frightened, incapacitated, paralyzed, stunned, or magically controlled.
Legendary Resistance (3/Day). If Balthazar fails a saving throw, he can choose to succeed instead.
Magic Resistance. Balthazar has advantage on saving throws against spells and other magical effects.
Infernal Retribution. Whenever a creature makes a saving throw against one of Balthazar's effects, it takes 10 (3d6) fire damage whether the save succeeds or fails.
Soul Reaper. When a creature is reduced to 0 hit points by Balthazar, its soul is severed from its body. That creature has disadvantage on attack rolls and ability checks until Balthazar dies or remove curse is cast on it.
Soul Charges. Balthazar has 4 Soul Charges. He regains 1 at the start of each of his turns (maximum 4) and can spend them on certain actions, noted below.
Hellfire Surface. A Hellfire Surface is difficult terrain. A creature that enters it for the first time on a turn or starts its turn there takes 16 (3d10) fire damage. A surface lasts until the end of Balthazar's next turn.
Arcane Disdain. Balthazar's innate spellcasting ability is Charisma (spell save DC 26). He can cast the following spells at will, requiring no material components:
At will: counterspell, dispel magic
Multiattack. Balthazar makes three Claw attacks. He can replace one attack with Diabolic Chains or Incinerate if he has the Soul Charges to do so.
Claws. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 14 (4d6) fire damage.
Igniting Spark. Ranged Spell Attack: +18 to hit, range 60 ft., one target. Hit: 18 (4d8) fire damage, and a Hellfire Surface forms in a 5-foot radius beneath the target.
Incinerate (2 Soul Charges). Each creature in a 10-foot-radius, 40-foot-high cylinder within 100 feet must make a DC 26 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much on a success.
Diabolic Chains (2 Soul Charges). Balthazar lashes three hellfire chains at up to three targets within 60 feet, making a separate +18 ranged spell attack against each. Hit: 24 (7d6) fire damage, the target is pushed 10 feet away, and a Hellfire Surface forms in a 5-foot radius beneath it.
Igniting Spark (1 Soul Charge). Balthazar uses Igniting Spark as a bonus action. Creatures within the resulting Hellfire Surface are afflicted with Roiling Hellfire, taking 28 (8d6) fire damage at the start of each of their turns until they leave it.
Consume Souls (Recharge 5–6). Balthazar draws on severed souls, regaining 2 Soul Charges and 10 (3d6) hit points for each creature currently affected by his Soul Reaper trait (maximum 40 hit points).
Opportunity Attack. When a creature Balthazar can see moves out of his reach, he makes one Claw attack against it.
Counterspell. When a creature within 60 feet that Balthazar can see casts a spell, he casts counterspell in response. Balthazar can take this reaction once on each creature's turn, even if he has already used his reaction this round. If the triggering spell is 4th level or higher, he makes an ability check of +10 against a DC of 10 + the spell's level.
Balthazar can take 3 legendary actions, choosing from the options below. Only one can be used at a time, and only at the end of another creature's turn. Balthazar regains spent legendary actions at the start of his turn.
Claw (Costs 1 Action). Balthazar makes one Claw attack.
Igniting Spark (Costs 1 Action). Balthazar uses Igniting Spark.
Beguiling Rebuke (Costs 2 Actions). The nearest creature that has damaged Balthazar this round, and each ally within 5 feet of it, must succeed on a DC 26 Wisdom saving throw or be charmed by Balthazar until the end of its next turn.
Dispel Magic (Costs 2 Actions). Balthazar casts dispel magic on one creature, object, or magical effect he can see within 120 feet. He ends any spell of 3rd level or lower on the target automatically; for a higher-level spell he makes an ability check of +10 against a DC of 10 + that spell's level.
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.
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.
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