Dangerous Mucus. Non-magic weapons will begin to melt against The Baron's skin
immovable determination. Unable to be charmed, feared, or knocked back
Baron's Gaze. resists damage from the last character to use a weapon attack on the Baron
corrosion: Reduces a targets AC by 1 VS a DC 18 CON save. Stacks 5 times
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: # (2d6 + 5) piercing damage.
Spit. enemies in a 5ft by 30ft line take 5d10+5 Necrotic damage and apply 2 stacks of corrosion vs DC 18 CON save to halve damage and not take stacks
Tentacle attack: Melee attack +9 to hit, reach 30ft, 3 targets, hit:(2d12+6) bludgeoning damage, knocks prone
Shockwave. +9 to hit. knocks target prone
When Baron Nashor reaches half Health, he will spend his time concocting this action
Baron's last Gambit (Costs 3 Actions). Baron Nashor retreats into the void for a time, regaining 2d4 health each turn. When he returns, all characters in his doman must make a DC 16 DEX save or take 3d12+3 necrotic damage and be paralyzed for an hour.
Description
A massive voidborn that comes to the rift. His motivations are unknown, and he doesn't seem actively hostile. Though it is said he hides a valuable treasure....
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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