Huge Fiend, Lawful Evil
Armor Class 23 Natural armor
Hit Points 759 (66d20 + 66)
Speed 50 ft.
STR
30 (+10)
DEX
16 (+3)
CON
30 (+10)
INT
28 (+9)
WIS
20 (+5)
CHA
30 (+10)
Saving Throws STR +19, CON +19, INT +18, CHA +19
Skills Arcana +18, Athletics +19, Deception +19
Damage Vulnerabilities Radiant
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 150 ft., Truesight 150 ft., Passive Perception 20
Languages Abyssal, Common, Infernal
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (5/Day). If The Baron fails a saving throw, it can choose to succeed instead.

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

Innate Spellcasting. The Baron's spellcasting ability is Charisma (spell save DC 24). The Baron can innately cast the following spells, requiring no material components:

At will: Fireball, Fire Shield, Aganazzar's Scorcher

3/day each: Fear, Delayed Blast Fireball, Wall of Fire

2/day each: Fire Storm, Meteor Swarm, Weird

Fire Absorption. If the Baron is subjected to fire damage, he instead heals the damage he would have received.

Actions

MultiAttack. Baron makes three attacks. Two with his claws and one Cold Touch

Claw. Melee Weapon Attack: +17 to hit, reach 15 ft, one target. Hit:  24 (4d6+10) slashing damage.

Cold Touch. Melee Weapon Attack: +17 to hit, reach 15 ft, one target. Hit: 38 (8d6+10) cold damage.

Lightning Hose (Recharge 5-6). Baron shoots forth red lightning in a 100-ft line that is 10 ft wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 49 (14d6) fire damage and 49 (14d6) lightning damage on a failed save, or half as much on a successful one.

Never Ending Service. The Baron does not allow those in his service to escape by something so trivial as death. As an action The Baron can restore up to 50 HP of any fallen servant within 120 feet, dead or alive.

Legendary Actions

The Baron can take 3 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 creatures turn. The Baron regains spent legendary actions at the start of his turn.

Claw Attack. Baron makes a claw attack.

Cast A Spell (2 Actions). Baron casts a spell.

Bone Prison (3 Actions). Baron targets one large or smaller creature within 50 ft of him and forces it to make a Strength saving throw DC 24. On a failed save the target is trapped in a cage of bone and becomes restrained. The trapped creature can attempt to make the save at the end of their next turn or until he uses this ability again.

KeanMiller

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