Magic Resistance. The baator baron has advantage on saving throws against spells and other magical effects.
Magic Weapons. All baator baron's attacks are magical.
Corrosive Form. A creature that touches the baator baron or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage. Any nonmagical weapon made of metal or wood that hits the baron melts. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.
Nonmagical ammunition made of metal or wood that hits the baator baron is destroyed after dealing damage.
The baator baron can burn through 2-inch-thick, nonmagical wood or metal in 1 round.
Innate Spellcasting. The baator baron's spellcasting ability is Charisma (spell save DC 24). The baator baron can innately cast the following spells, requiring no material components:
At will: flame blade, fireball
3/day each: flame strike, wall of fire
1/day each: delayed blast fireball
Multiattack. The baator baron makes four attacks: one with its bite, three with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) piercing damage and 12 (2d6 + 4) fire damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 4) slashing damage and 7 (2d6) fire damage.
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