Innate Spellcasting. The babau’s innate spellcasting ability is Wisdom (spell save DC 18). The babau can innately cast the following spells, requiring no material components:
At will: darkness, dispel magic, fear, heat metal, levitate, invisibility,
2/day each: shadow blade, major image
Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
Master of Tactics Barifon can use the Help action as a bonus action. Additionally, when he uses the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of him, rather than within 5 feet of you, if the target can see or hear him.
Multiattack. The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when used with two hands to make a melee attack.
Weakening Gaze. The babau targets one creature that it can see within 20 feet of it. The target must make a DC 16 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Uncanny Dodge. When an attacker that Barifon can see hits him with an attack, you can use your reaction to halve the attack's damage against you.
Description
Tzzuc, a powerful Balor, has a selection of underlings who act as his generals. This group have been dubbed "Quinque Digitos Caede Cruentus".
Barifon, like all Babau, is a mix of devilish cunning and demonic viciousness. He often disguises himself, so even if those who face him know of his kind's capabilities they are unaware of his. He takes pleasure in torment, but even more pleasure in outsmarting opponents over simply tearing them apart. He will often draw out fights, just to get the chance to prove his superior intellect over his opponent before their demise.
He has a Helm of Teleportation and an Amulet of Contingency
Lair and Lair Actions
Barifon homes himself in a labyrinth deep underground. He didn't make it, but the original owners aren't around to object to his "improvements."
Lair Actions
On initiative count 20 (losing initiative ties), Barifon takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- An illusionary being leaps towards one creature of Barifon's choice. The creature must make a wisdom saving throw (DC 18) or be stunned until the end of their next turn.
- A cloud of magical darkness emanates from Barifon. Barifon may cast Darkness without requiring concentration, with a duration of one round.
- Barifon chooses a point up to 40 feet away. In a 20 foot radius from that point, the ground starts to heat up. On Barifon's next turn, he can cast Heat Metal on all creatures within this radius.
- Barifon can cause any stone wall or doorway inside his lair move position within 10 feet, or open and close.
- Barifon can cause any wooden structure that is part of his lair that is not being worn or carried to mend or break. If another creature is on one of these structures when it breaks, they may make a DC 15 dexterity saving throw or be knocked prone as well as taking any falling damage. On a success, they are not knocked prone and take half the damage they would normally.
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