Huge Fiend (Demon), Chaotic Evil
Armor Class 25 eldritch hide
Hit Points 780 (40d20 + 360)
Speed 60 ft., Climb 60 ft., Fly 120 ft.
STR
30 (+10)
DEX
20 (+5)
CON
29 (+9)
INT
28 (+9)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws STR +19, DEX +14, CON +18, INT +18, WIS +16, CHA +19
Damage Vulnerabilities Radiant
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned, Restrained, Stunned
Senses Truesight 120 ft, Passive Perception 26
Languages All, Telepathy anywhere in the lower planes
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Abyssal Sovereignty. Baaltraxx’s attacks and abilities are magical. He ignores resistance to fire, necrotic, and force damage. When Baaltraxx deals damage to a creature, he can choose to treat that creature as if it were on the same plane of existence as him for the purpose of his abilities until the end of Baaltraxx’s next turn. 

Ancient One. Baaltraxx has advantage on saving throws against spells and other magical effects. 

The First Demon. Baaltraxx cannot be permanently killed while he remains within the Abyss. If reduced to 0 hit points outside the Abyss, his body is destroyed and he returns to The Source after 1d100 years. Within The Source, he instead reforms after 1d10 days unless The Source itself is destroyed. 

Eldritch Mind. Baaltraxx can’t have his thoughts read, and creatures have disadvantage on Charisma (Deception) checks made against him. 

He automatically knows when a creature within 120 feet is attempting to deceive, manipulate, or magically influence him. 

Legendary Resistance (5/Day). If Baaltraxx fails a saving throw, he can choose to succeed instead. 

Magical Resistance. Baaltraxx has advantage on saving throws against spells and other magical effects. 

Magic Weapons. Baaltraxx’s weapon attacks are magical. 

Siege Monster. Baaltraxx deals double damage to objects and structures. 

Unholy Regeneration. Baaltraxx regains 30 hit points at the start of his turn. If Baaltraxx took radiant damage since the end of his previous turn, this trait doesn’t function until the end of his next turn. 

Winged Colossus. Baaltraxx’s immense wings do not provoke opportunity attacks when he flies. 

Actions

Multiattack. Baaltraxx makes four attacks, choosing from Claw, Bite, and Tail. He can replace one attack with Eldritch Ray. 

Claw. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 27 (3d10 + 10) slashing damage plus 13 (3d8) necrotic damage. If the target is Huge or smaller, Baaltraxx can force it to make a DC 27 Strength saving throw. On a failure, it is knocked prone and pulled up to 20 feet toward Baaltraxx. 

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) piercing damage plus 18 (4d8) fire damage. If the target is a creature, it must succeed on a DC 27 Constitution saving throw or have its hit point maximum reduced by the fire damage taken. The reduction lasts until the creature finishes a long rest. 

Infernal Tail. Melee Weapon Attack: +19 to hit, reach 40 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage plus 14 (4d6) fire damage. The target must succeed on a DC 27 Strength saving throw or be knocked 30 feet away and knocked prone. 

Eldritch Ray. Ranged Spell Attack: +19 to hit, range 300 ft., one target. Hit: 45 (6d10 + 12) force damage plus 18 (4d8) psychic damage. The target must succeed on a DC 27 Intelligence saving throw or be unable to take reactions until the end of its next turn. 

Abyssal Blast. Baaltraxx exhales an infernal blast from his glowing mouth in a 90-foot cone. Each creature in the area must make a DC 27 Dexterity saving throw, taking 72 (16d8) fire damage plus 45 (10d8) necrotic damage on a failed save, or half as much on a successful one. A creature that fails the save is also burning. Until the end of its next turn, it takes 18 (4d8) fire damage at the start of its turn. 

Apocalypse Wing. Baaltraxx beats his colossal wings. Each creature within 40 feet of him must make a DC 27 Strength saving throw. On a failure, a creature takes 35 (5d10 + 8) bludgeoning damage, is knocked prone, and is pushed up to 30 feet. On a success, it takes half damage and isn’t pushed or knocked prone. Baaltraxx can then fly up to half his flying speed. 

Reality Rend (Recharge 5-6). Baaltraxx tears open reality at a point he can see within 120 feet. A 30-foot-radius, 60-foot-high vortex appears there for 1 minute. When it appears, creatures in the area must make a DC 27 Dexterity saving throw, taking 55 (10d10) force damage plus 22 (4d10) necrotic damage on a failure, or half as much on a success. The area becomes difficult terrain. At the start of each of Baaltraxx’s turns, he can move the vortex up to 30 feet. A creature that starts its turn inside the vortex must make a DC 27 Strength saving throw or be pulled 20 feet toward its centre and take 22 (4d10) force damage. 

Call The Horde (1/Day). Baaltraxx summons servants from The Source. He summons either: 

  • 2d4 powerful demons, or 
  • 1 powerful demon and 2d4 lesser demons. 

The summoned creatures appear in unoccupied spaces within 60 feet and act immediately after Baaltraxx in initiative. The summoned creatures remain for 1 hour, until slain, or until Baaltraxx dismisses them. 

Bonus Actions

Eldritch Step. Baaltraxx teleports up to 60 feet to an unoccupied space he can see. Each creature within 10 feet of the space he leaves must succeed on a DC 27 Dexterity saving throw or take 14 (4d6) force damage. 

Command The Faithful. One creature within 120 feet that is allied with Baaltraxx can immediately move up to half its speed and make one weapon attack.

Reactions

Cruel Reversal. When a creature Baaltraxx can see within 120 feet deals damage to him, Baaltraxx reduces the damage by 30. The attacking creature then takes 30 psychic damage and must succeed on a DC 27 Wisdom saving throw or become frightened of Baaltraxx until the end of its next turn. 

No Escape. When a creature within 60 feet teleports or attempts to leave the plane of existence, Baaltraxx can teleport to a space within 10 feet of that creature.

Legendary Actions

Baaltraxx can take 4 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. 

Move. Baaltraxx moves up to half his speed without provoking opportunity attacks. 

Claw. Baaltraxx makes one Claw attack. 

Eldritch Ray. Baaltraxx makes one Eldritch Ray attack. 

Tail Sweep (Costs 2 Actions). Baaltraxx makes a Tail attack against every creature within 40 feet. 

Abyssal Command (Costs 2 Actions). One creature Baaltraxx can see within 120 feet must succeed on a DC 27 Wisdom saving throw or use its reaction to make one weapon attack against a target Baaltraxx chooses. If the creature has no reaction available, it instead takes 22 (4d10) psychic damage. 

Hellfire Detonation (Costs 3 Actions). Baaltraxx chooses a point within 120 feet. Each creature within 20 feet of that point must make a DC 27 Dexterity saving throw, taking 36 (8d8) fire damage plus 18 (4d8) necrotic damage on a failure, or half as much on a success. 

Tear The Veil (Costs 4 Actions). Baaltraxx creates a 20-foot-radius rift in space at a point within 120 feet. Creatures in the area must succeed on a DC 27 Dexterity saving throw or be teleported to an unoccupied location of Baaltraxx’s choice within 60 feet.

Mythic Actions

The First Demon Awakens. If Baaltraxx is reduced to 0 hit points, he doesn’t die. Instead, his body collapses into a gigantic black mass of smoke and fire. Every creature within 120 feet must make a DC 28 Wisdom saving throw. On a failure, the creature takes 36 (8d8) psychic damage and becomes frightened for 1 minute. On a success, it takes half damage and isn’t frightened. Baaltraxx then regains 400 hit points, ends all conditions affecting him, and activates the following abilities: 

  • His size becomes Gargantuan, if it wasn’t already. 
  • His flying speed becomes 180 feet. 
  • His melee reach increases by 10 feet. 
  • His attacks deal an additional 2d10 necrotic damage. 
  • His Eldritch Ray deals an additional 2d10 psychic damage. 
  • He gains access to his Mythic Actions. 
  • The battlefield begins to transform into an extension of The Source. 

Once this trait activates, Baaltraxx cannot use it again.  

Mythic Encounter XP: Defeating Baaltraxx after this transformation awards an additional 155,000 XP, for a total encounter value of 310,000 XP. 

Mythic Actions 

While The First Demon Awakens is active, Baaltraxx can use the following mythic actions in addition to his normal legendary actions. 

Oblivion Beam (Costs 2 Actions). Baaltraxx fires a beam of primordial Abyssal energy in a 120-foot-long, 15-foot-wide line. Each creature in the line makes a DC 28 Dexterity saving throw, taking 54 (12d8) force damage plus 27 (6d8) necrotic damage on a failure, or half as much on a success. 

Ancient Terror (Costs 2 Actions). Every enemy within 120 feet that can see Baaltraxx must make a DC 28 Wisdom saving throw. On a failure, a creature takes 27 (6d8) psychic damage and becomes frightened for 1 minute. 

A frightened creature can repeat the saving throw at the end of each of its turns. 

Worldbreaker (Costs 3 Actions). Baaltraxx slams both fists into the ground. The ground in a 60-foot radius around him erupts. Creatures in the area must make a DC 28 Dexterity saving throw, taking 45 (10d8) bludgeoning damage plus 36 (8d8) fire damage on a failure, or half as much on a success. The area becomes difficult terrain until the end of the encounter. 

Birth of The Abyss. Baaltraxx opens a massive rift beneath his enemies. Up to six creatures he can see within 120 feet must make a DC 28 Charisma saving throw. On a failure, a creature takes 44 (8d10) force damage and is banished into a nightmare pocket of The Source until the end of its next turn. When it returns, it appears in an unoccupied space chosen by Baaltraxx and takes 22 (4d10) psychic damage. 

Description

One of the most mysterious, powerful, and feared demons of all time is Baaltraxx. Otherwise known as The Ancient One or The Eldritch Demon, he is one of the oldest demons in existence. In fact, legend claims he was the very first demon to be spawned from the abyss, on a layer simply known as The Source. Whether or not this is true, Baaltraxx has claimed The Source, an endless expanse of darkness lit only by a giant floating crystal from where demons and layers are created, as his lair. His ultimate goal, however, is to lay claim to all realms, including the material plane, ruling over as lord and master. Though he is every bit as evil and bloodthirsty as other demons, several millennia of existence has taught him many things. He understands the use of servants and cultists, having them pledge allegiance to him in exchange for power beyond what other demons could provide. His followers are promised positions of power and authority in a universe ruled by him, but as a demon his goal is first and foremost to destroy as much as possible.

Once, Baaltraxx wrought his way to the material plane and wreaked terrible havoc. None could contest his power, and he destroyed everything he could see. Eventually, he was confronted by an army of 1000 of the world’s greatest heroes, as well as The First Angel Gevurah and the rest of the supreme infinite. After a brutal battle that lasted months, and cost many lives, Baaltraxx was finally banished back to the Abyss. 

This bitter, crushing defeat taught Baaltraxx that having a plan is crucial to success. Though he caused great damage acting like any other demon, people were able to rise up against him because he was mindless and disorganized. He thought he had already won, when in fact it was only half the battle. Now, he is smarter, and the next time he ascends to the Material Plane, he will strike more logically. To some, it seems maddening that a demon would consider thinking like a devil, but Baaltraxx considers it a necessary sacrifice, with an endless multiverse to rule and destroy as his reward. 

Though few know his appearance and even fewer dare speak his name, nothing quite brings the idea of “Demon” to mind as Baaltraxx’s appearance. He resembles a huge, menacing, vaguely humanoid being, with large, curved horns, golden eyes and a bright mouth that glows like a furnace. He has two long arms tipped with blackened razor-sharp claws and a long mane of fire that stretches along his body like the spinal ridge of a lizard. Two colossal wings, wreathed in smoke that covers most of his body, stretch 80 feet in each direction. His lower body ends in clawed feet and a burning, whip-like tail. 

Lair and Lair Actions

When Baaltraxx fights within The Source, initiative count 20 (losing initiative ties) triggers a lair action. He can’t use the same effect two rounds in a row. 

  • A 30-foot-radius area becomes pitch black. Creatures other than Baaltraxx must succeed on a DC 25 Wisdom saving throw or become frightened until the end of their next turn. 
  • A rift opens and 1d4 demons emerge. They act immediately after the current initiative count. 
  • The enormous crystal floating above The Source releases a pulse of energy. Every creature other than Baaltraxx must make a DC 27 Constitution saving throw, taking 27 (6d8) force damage on a failure, or half as much on a success. 
  • Baaltraxx chooses a point within 120 feet. Gravity violently shifts around it. Every creature within 20 feet must succeed on a DC 27 Strength saving throw or be lifted 30 feet into the air and restrained until the end of its next turn. 
  • A portal appears at a point Baaltraxx chooses. Until initiative count 20 on the next round, Baaltraxx can teleport to any point within 30 feet of the portal as a legendary action without spending an additional action. 

Mythic Lair Actions 

After The First Demon Awakens, The Source itself begins responding to Baaltraxx. 

  • The crystal releases a wave of primordial energy. Every enemy of Baaltraxx must make a DC 28 Constitution saving throw, taking 45 (10d8) force damage on a failure or half as much on a success. 
  • A massive fragment of the floating crystal falls from the sky. Choose a 30-foot-radius area within 150 feet. Creatures there make a DC 28 Dexterity saving throw, taking 66 (12d10) force damage on a failure or half as much on a success. 
  • Up to three creatures Baaltraxx can see must succeed on a DC 28 Charisma saving throw. On a failure, one magical effect currently affecting each creature ends, chosen by Baaltraxx. 
  • A gigantic demon emerges from the darkness. The DM chooses an appropriate stat block to represent the demon, preferably one with a CR of 15 or lower. It remains until destroyed. 

Regional Effects

The presence of Baaltraxx profoundly affects reality. Within 10 miles of a place where Baaltraxx has established himself: 

  • Natural light appears strangely dim. 
  • Animals become unusually aggressive or flee the area entirely. 
  • Dreams become filled with visions of enormous golden eyes. 
  • Fiends become stronger and more organized. 
  • Cult activity increases dramatically. 
  • Magical portals become unstable. 
  • Dead creatures sometimes whisper in Abyssal for several minutes after death. 

Within 1 mile: 

  • Ordinary flames burn black around the edges. 
  • Shadows occasionally move independently of their owners. 
  • Spells involving teleportation have a 10 percent chance of deviating up to 30 feet. 
  • Demons can communicate telepathically with one another. 
  • Creatures that sleep within the area must succeed on a DC 20 Wisdom saving throw or awaken with one level of exhaustion. 

If Baaltraxx is permanently defeated, these effects gradually disappear over 1d100 years.

Monster Tags: DemonDemon LordfiendEpic Monster

Habitat: Planar (Abyss)

Gamer139

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