Large Fiend, Lawful Evil
AC 27 Natural Armor    Initiative +27 (37)
HP 1860 (120d10 + 1200)
Speed 150 ft., Walk 50 ft.
Mod Save
STR 30 +10 +19
DEX 30 +10 +19
CON 30 +10 +19
Mod Save
INT 26 +8 +8
WIS 26 +8 +8
CHA 30 +10 +19
Skills Athletics +32, Intimidation +20, Perception +28
Immunities Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 60 ft. , Truesight 120 ft. ; Passive Perception 38
Languages None
CR 30 (XP 155,000, or 155,000 in lair; PB +9)
Traits

Limited Magic Immunity. Barbatos cannot be affected or detected by spells cast at 3rd level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects. 

Alert. Barbatos cannot be surprised while conscious and has a +15 bonus to Initiative rolls. 

Perfect Defense. Barbatos reduces all incoming damage from attacks by 10 and cannot become vulnerable to any damage type. In addition, whenever he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage on a success and only half damage on a failure. 

Warlord. Allies of Barbatos’ choice within 60 feet of him add 1d4 to their attack rolls and saving throws. Allies that benefit from this trait deal an additional 18 (4d8) radiant damage on a hit with a weapon attack. 

Unendurable Strikes. Barbatos’ attacks are magical and deal an additional 4d10 Lethal damage on a hit (included in his attacks). His melee attacks cannot be made at disadvantage. 

Immortal Victor. Barbatos regains 50 hit points at the start of each of his turns. Barbatos is killed only if he starts his turn with 0 hit points and does not regenerate. 

Thread of Triumph. Barbatos carries the Thread of Triumph. Upon his death, it floats gently above his corpse, ready to be  claimed. The Thread will only attune to a creature that embodies its values with exceptional depth. A creature that attempts to claim the Thread forcefully must make a DC 26 Charisma saving throw, gaining control of the Thread on a success, or taking 105 (6d6 × 5) force damage on a failure. A creature that fails to claim Divinity in any way cannot attempt to do so again for the next 24 hours.

Planar Master. Barbatos is the sovereign of an entire plane of existence. He cannot be magically teleported against his will, and no force can banish him from a plane of existence he is currently in. In addition, he can cast the teleport and plane shift spells at will, with only verbal components, and with precise accuracy. Charisma (DC 28) is his spellcasting ability for these spells. 

Wielder of Triumph. As the Wielder of Triumph, Barbatos gains the following benefits.

  • Barbatos does not require sleep, food, drink, or air, drawing all sustenance from the divine domain of Triumph. 
  • Barbatos is immune to any effect that would reduce his maximum hit points, kill him outright, or set his hit points to 0. Spells and magical effects that would prevent him from regaining hit points instead halve the amount he regains. 
  • Whenever Barbatos deals Lethal damage, he regains hit points equal to the damage dealt. 
Actions

Multiattack. Barbatos makes four attacks: two with his Claw and two with his Wing. 

Claw. Melee Weapon Attack: +22 to hit, reach 5 ft., one target. Hit: 33 (6d6 + 12) slashing damage plus 22 (4d10) Lethal damage. Instead of dealing damage, Barbatos can grapple the target (escape DC 30). Barbatos can grapple up to 2 targets in this way. 

Wing. Melee Weapon Attack: +22 to hit, reach 10 ft., one target. Hit: 19 (2d6 + 12) slashing damage plus 22 (4d10) Lethal damage. A creature hit by this attack must succeed on a DC 30 Strength saving throw or be knocked 30 feet away from Barbatos. Instead of knocking the creature away, Barbatos can choose to pin it to the ground or to a wall, provided neither he nor the creature is flying. A creature pinned in this way is prone and restrained until the end of its next turn. As part of this attack, Barbatos can move up to 15 feet in any direction, including upward, without provoking opportunity attacks. 

Cloak of Barbatos (Costs 4 LP). Barbatos coats himself in red and golden light, and a whirl of blood-colored smoke surrounds him. At the beginning of his next turn, the smoke transforms into a deadly storm, and he is under the effects of the 10th-level spell Cloak of Barbatos for the next minute (spell save DC 28). This version of the spell requires no concentration; instead, it must be maintained by expending 2 LP at the beginning of each of Barbatos’ turns. The spell ends early if Barbatos is incapacitated, or if he chooses to dismiss it. While under the effects of this spell, Barbatos becomes immune to bludgeoning, piercing, and slashing damage, but his fly speed is halved. 

Bonus Actions

Eye Beam. Ranged Spell Attack: +20 to hit, range 240 ft., one target. Hit: 35 (10d6) force damage. If this damage reduces the target to 0 hit points, it is disintegrated along with everything it wears and carries, except Very Rare or rarer magic items, leaving only a pile of fine red dust. This attack automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. Against a Huge or larger object or creation of force, it destroys a 10-foot-cube portion instead. 

Stunning Blow. Melee Weapon Attack: +22 to hit, reach 5 ft., one target. Hit: 33 (6d6 + 12) bludgeoning damage plus 22 (4d10) Lethal damage, and the target must succeed on a DC 26 Constitution saving throw or be stunned until the end of its next turn. 

Reactions

Parry. When a melee attack would hit Barbatos, he can add 8 to his AC against that attack, potentially causing it to miss. 

Riposte. When a melee attack misses Barbatos, he can make a Claw attack against the attacker. 

Mythical Counter. When Barbatos is targeted by a Mythical Technique from a creature within 10 feet of him, he can make one Stunning Blow attack against that creature.  

Mage Slayer. When a creature casts a spell within 10 feet of Barbatos, he can make one Claw attack against it. 

Legendary Actions

Barbatos has 4 Legendary Points (LP). He can use these points to fuel certain abilities. Once he uses a feature or action that consumes a Legendary Point, he cannot use that same ability again until the start of his next turn. Barbatos regains all spent Legendary Points at the start of his turn. 

Legendary Resistance. When Barbatos fails a saving throw, he can expend 1 Legendary Point to succeed instead. 

Legendary Endurance. When Barbatos takes damage, he can expend 1 or more Legendary Points to reduce the damage taken by 100 per Legendary Point expended. 

Unyielding (Costs 1 LP). When Barbatos would be reduced to 0 hit points, he can expend 1 Legendary Point to instead be reduced to 1 hit point and immediately regain 50 hit points.

Cleanse Effect. If Barbatos starts his turn affected by a condition or magical effect of 7th level or lower, he can expend 1 Legendary Point to end the effect. If the effect or condition is of 8th or 9th level, or originates from a Mythical Technique, he must expend 2 Legendary Points to end it. Effects originating from a 10th-level spell cannot be cleansed in this way. 

Barbatos can take the following extra actions outside of his turn by expending Legendary Points. Only one extra action may be taken at a time, and only at the end of another creature’s turn. 

Claw (Costs 1 LP). Barbatos makes one Claw attack. 

Stunning Blow (Costs 1 LP). Barbatos uses his Stunning Blow bonus action. 

Move (Costs 1 LP). Barbatos moves up to half his fly speed. 

Sunder Defenses (Costs 1 LP). Barbatos makes one Claw attack against a creature within range. On a hit against a creature wearing armor, the target must succeed on a DC 30 Dexterity saving throw or have its AC reduced by 10 for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. This effect cannot stack on the same target and cannot reduce a creature’s AC below what it would have without armor.

Nephilim Smite (Costs 2 LP). Barbatos calls down a radiant beam of light upon a target he can see within 500 feet. The target must succeed on a DC 30 Dexterity saving throw or take 55 (10d10) radiant damage and 55 (10d10) Soul damage. On a success, the target takes half as much damage. 

Command: Stop (Costs 2 LP). Barbatos speaks a word of power, targeting a creature within 240 feet of him. The target must succeed on a DC 26 Wisdom saving throw or be stunned for a minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. 

Crippling Strike (Costs 2 LP). Barbatos makes one Wing attack against a creature within range. On a hit, the target must succeed on a DC 26 Constitution saving throw or be incapacitated and have its speed halved for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. 

Soul Wound (Costs 2 LP). Barbatos makes one Claw attack against a creature within range. On a hit, the target must succeed on a DC 26 Charisma saving throw or be unable to teleport, leave its current plane of existence, use Mythical Techniques, or cast spells of 5th level or higher for 1 minute. If the target has no Mythical Techniques or spell slots of 5th level or higher, it cannot use its most powerful magical action or feature for the duration. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. 

Execution (Costs 3 LP). Barbatos makes one Claw attack against a creature within range. On a hit against a creature that has 200 hit points or fewer, the creature must succeed on a DC 30 Constitution saving throw or be killed instantly. Barbatos can choose to reduce the target to 0 hit points instead, leaving it stable.   

Description

Barbatos lacks the elaborate gimmicks of other Legendary Foes in this book, and he doesn’t need them. He closes the distance, claws his enemies to death, and heals more than most parties can account for. His wide array of damage mitigation, consistent regeneration, and Triumph-fueled actions make him a creature that grows stronger the longer the fight drags on. He is a true stat-checker–a battle of sustained output against an ever-growing wall–and might very well be the most powerful among Paragon-tier foes.

Lair and Lair Actions

Barbatos is the master of the 100,000th floor of the Tower of Babel, a blackstone construction that rises from the Astral Plane into the cosmic mists of space. The heights of his domain reach so far into the universe that Tartarus cannot be seen through the nebulous sea of stars surrounding it. The Tower stands out like a sore thumb among the stars. 

The 100,000th floor of the Tower of Babel is a circular arena with a radius of 150 feet. Four great pillars rise from its edges like a claw reaching for the heavens, and the floor itself is made of smooth black stone polished to perfection, in which the great constellations above are mirrored perfectly. 

The arena is indestructible, and it is here that countless duels for the Thread of Triumph have taken place. Three Archnephilim must always be present during a bout for Divinity, including the challenged one. If the current Wielder of Triumph fails to stop the challenger, and the other Archnephilim do not approve of them, they may choose to fight for the Thread themselves. In the current age, the two other Archnephilim are Ybril, Principality of Redemption, and Kali, Principality of Havoc. Both must be convinced–or defeated–before the Thread of Triumph can pass to another. Barbatos is well-liked by both; he has held the Thread like no one before him. 

Unless through magical or divine means, the Final Stage is inaccessible from the Astral Plane without ascending the previous 99,999 floors, beginning from the base of the Tower in the Great Hall, where Archnephilim Kali awaits. Assaulting the Tower of Babel directly is impossible–it is the most secure bastion in existence, built to withstand the combined might of Yhawe and Odin, and some say it will endure even should Eternity return. 

For Barbatos to entertain an audience without requiring a full ascent, one must have slain a Nephilim Centurion–one of several demigods of Tartarus, subservient only to the Archnephilim themselves. Slaying a foe of comparable power, particularly one that is voidborn, can produce a similar result. 

The 100,000th floor has no substantial regional effects by design. It was created to provide the fairest possible battle for would-be challengers. That said, it does maintain certain conditions to ensure a duel is carried through to its conclusion. Failing to claim Triumph means death. The following effects characterize this region. 

Astral Space. Creatures within the Final Stage do not require air, food, drink, or sleep. 

Triumph’s Challenge. Creatures attempting to claim the Thread of Triumph cannot leave the arena by any means. They cannot teleport outside of it, nor be banished to another plane of existence. Neither the challengers nor the Wielder of Triumph can physically leave a 150-foot radius, 300-foot high cylinder encompassing the Final Stage until all challengers are defeated or the Wielder of Triumph is slain. 

Hidden Space. No rift or portal can access or exit the top of the Tower by any means other than a casting of the Divine Rift spell. 

Platforms. Five floating platforms hover at varying heights during a challenge against the Wielder of Triumph, ranging from 20-foot by 10-foot rectangles to 20-foot radius circles. 

Once all challengers are defeated, Barbatos may choose to spare or destroy their souls, depending on their worth.   

Habitat: Planar (Lower Planes)

MRVRfaction

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