Medium Humanoid (Elf), Neutral Evil
Armor Class 21 bracers of defense
Hit Points 122 (20d6 + 40)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
20 (+5)
WIS
13 (+1)
CHA
20 (+5)
Saving Throws CON +4, CHA +7
Skills Arcana +11, Deception +11, History +11, Intimidation +11, Perception +7
Senses Blindsight 10 ft, Darkvision 60 ft, Passive Perception 17
Languages Common, Deep Speech, Elvish, Infernal, Primordial, Sylvan
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Font of Magic (18/long rest). Balthegor has a font of magic that he can pull on, consisting of sorcery points and metamagic features, as well as flexible casting. He can use his sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.

SPELL SLOT LEVEL

SORCERY POINT COST

1st

2

2nd

3

3rd

5

4th

6

5th

7

 

Metamagic. Balthegor has access to the following metamagic options, spending an amount of sorcery points specified in the option:

  • Empowered Spell. When Balthegor rolls damage for a spell, he can spend one sorcery point to reroll up to five of the damage dice. He must use the new rolls. He can use Empowered Spell even if he has already used a different Metamagic option during the casting of the spell.
  • Heightened Spell. When Balthegor casts a spell that  forces a creature to make a saving throw to resist its effects, he can spend three sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
  • Quickened Spell. When Balthegor casts a spell that has a casting time of 1 action, he can spend two sorcery points to change the casting time to one bonus action for this casting.
  • Twinned Spell. When Balthegor casts a spell that targets only one creature and doesn't have a range of self, he can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Spiritual Impedance. Balthegor cannot be targeted by the  scrying spell. He can add his Charisma modifier to spells that deal psychic damage.

Soul Armor. While Balthegor is wearing no armor and wielding no shield, his AC includes his Charisma modifier.

Soul Form (1/long rest). As a bonus action, Balthegor can turn his body into an avatar of his true soul form. All creatures within 30 feet of him must succeed on a Constitution save (save DC 19) or be blinded until the end of their next turn. While in this form, he has resistance to all damage except for force and necrotic damage, and he can move through creatures and objects as if they were difficult terrain. Once per turn, creatures that he passes through must make an Intelligence saving throw (save DC 19), taking 3d6 psychic damage on a fail, or half on a success. He takes 5 force damage if you end your turn inside an object or creature.  He can stay in this form for one minute, unless he is incapacitated, dies, or dismiss this form as a bonus action.

Grim Harvest (1/turn). When Balthegor kills one or more creatures with a spell of 1st level or higher, he regains hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. He doesn't gan this benefit for killing constructs or undead.

Legendary Resistance (2/long rest). If Balthegor fails a saving throw, he can choose to succeed instead.

Magic Resistance. Balthegor has advantage on saving throws against spells and other magical effects.

Spellcasting. Balthegor is an 20th-level spellcaster. Its spellcasting ability is Charisma or Intelligence (spell save DC 19, +11 to hit with spell attacks). Balthegor knows the following sorcerer spells, and has the following wizard spells prepared (wizard spells are marked with an asterisk (*)):
Cantrips (at will): acid splash, chill touch, create bonfire*, dancing lights*, encode thoughts*, frostbite, poison spray, ray of frost, thunderclap, toll the dead*
1st level (4 slots): cause fear*, ceremony, charm person*, chromatic orb*, ice knife*, mage armor, magic missile*, ray of sickness, shield, tasha's hideous laughter*
2nd level (3 slots): blindness/deafness, shatter
3rd level (3 slots): enemies abound
4th level (3 slots): blight, polymorph, vitriolic sphere
5th level (3 slots): enervation, synaptic static
6th level (2 slots): chain lightning
7th level (2 slots): finger of death
8th level (1 slots): Abi-Dalzim's horrid wilting
9th level (1 slot): wish

Ritual Spells. Balthegor knows the following 1st-level ritual spells: alarm, find familiar, tenser's floating disk, unseen servant.

Actions

Action Name. Enter the description for your action.

Hellfire Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage + 13 (3d8) necrotic damage.

Dagger. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or 20/60 ft. range, one target. Hit: 6 (1d4+4) piercing damage.

Spiritual Influence (18/long rest). Balthegor can choose one creature he can see within 60 feet of him and spend up to 9 dice. If the target is a foe, it must succeed on a DC 19 Intelligence saving throw or take the number rolled in psychic damage plus 1 necrotic damage for each die spent. If the target is an ally, the target regains a number of hit points equal to the number rolled plus one temporary hit point for each die spent.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

Enter a general description for your monster here.

Habitat: Urban

Doctor13

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