Baator (5e Creature)
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Huge fiend (devil, shapechanger), lawful evil
Saving Throws Str +19, Con +19
Lord of Hell. Any devil of the rank of Duke or below that can see Baator must succeed on a DC 30 Wisdom check or become charmed by Baator until dispelled by a Wish spell or by Baator himself. This condition does not end when that devil is ordered to do something suicidal, against its morals, or when harmed by Baator or his allies.
Shapechanger. Baator can cast Disguise Self, Greater Invisibility, and Alter Self at will. He can change to any size while casting Alter Self. Baator can cast Shapechange five times a day, not requiring concentration. Truesight cannot perceive his true form, nor will Detect Magic or Identify, unless the spell is cast using a 9th level spell slot.
Hellish Aura. The first time someone who is not Baator’s ally comes within 120 ft of Baator, and every turn after that, or leaves and enters again takes 55 (10d10) fire damage and 27 (5d10) acid damage.
Magic Mastery. All of Baator’s attacks count as magical for the sake of bypassing resistances and immunities, and Baator’s magic can only be dispelled by the Wish spell.
Innate Spellcasting. Baator can innately cast these spells (Save DC 46, +28 to hit):
At will: all 1st-3rd level spells
5/day each: all 4th-5th level spells
3/day each: all 6th-8th level spells
2/day each: all 9th level spells
1/week: Dread Curse, Mass Power Word Kill, Enboon, Creation Ultima, Iron Legion, Superior Demiplane
Supreme Critical. Baator scores a critical hit on a roll of 15-20.
Multiattack. Baator does one attack of every kind that is not on cool down, plus one extra Ethereal Claws attack.
Guarded Mind. Baator is immune to physic damage, and can only be detected and contacted telepathically if the target allows it. The target is also immune to anything that detects moods, feelings or thoughts. They are also immune to effects that alter, steal, or add memories.
Ethereal Claws. Melee Weapon Attack: +18 to hit, reach 10 ft., two targets. Hit: 27 (4d10+ 10) force damage and 14 (2d12) fire damage.
Infernal Blast (Recharge 4-6. Ranged Magic Attack: +14 to hit, reach 30 ft., ten targets. Hit: 37 (6d10+ 10) force damage and 14 (2d12) fire damage.
Infernal Summons (Recharge 6). Ranged Magic Attack: Baator summons 1d4 pit fiends that each immediately attack a different person, than roll initiative, and disappear after 3d4 rounds.
Unholy Screech. Ranged Magic Attack: +14 to hit, reach 120 ft., twenty targets. Hit: 23 (4d10) force damage and 23 (4d10) physic damage.
The can take 5 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 creature's turn. The regains spent legendary actions at the start of its turn.
Bring Law (Costs 3 Actions). Everyone within 60 ft of Baator must succeed on a DC 20 Wisdom check or have their alignment changed to Lawful Evil, and be charmed by Baator for one hour, or until someone casts Remove Curse on them.
Something no one, including Asmodeus knows, is the creation of the Nine Hells. At the dawn of the multiverse, one of the primordial entities there at the time was Baator. He would be known as the first devil, but was simply another being at the time. Baator appeared in his true form as a horned devil, but made of black smoke and crimson fire, with two red orbs as eyes, and “stood” at about 18’ tall. As these entities created their realms, Baator created a realm of nine layers to control. Baator started creating devils, which at the time, were each at least as powerful as horned devils. However, Baator was to lax, and a devil rose to be to powerful. This devil was known as Asmodeus, and started conquering the first eight layers, as Baator and a few other devils were the only ones with access to the 9th layer. Asmodeus conquered the first eight and found a hidden entrance to what would be known as Nessus, the 9th layer. He slaughtered the devils, but could not find Baator. So Asmodeus made a binding spell that trapped Baator in chains at the bottom of Nessus, even though Asmodeus did not realize what it did or where Baator actually is. The chains trap him in all dimensions, and restrict Baator’s shapeshifting. The only way to break the chains is to have a Duke or Archduke of the Nine Hells to use a vorpal sword on the chains and succeed on a DC 22 Strength (Athletics) check for each of the two chains.