Baron Badguy von Dark (5e Creature)
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Baron Badguy von Dark
Medium humanoid (human), neutral evil
Saving Throws Wis +8, Cha +9
Magic Resistance. Baron Badguy von Dark has advantage on saving throws against spells and other magical effects.
Magic Weapons. Baron Badguy von Dark's weapon attacks are magical.
Vile Smite. A melee weapon wielded by Baron Badguy von Dark deals 4 (1d8) additional necrotic damage on a hit (included in the attacks).
Multiattack. Baron Badguy von Dark makes three lightsaber attacks.
Lightning. Ranged Spell Attack: +9 to hit, range 300 ft., one target. Hit: 33 (6d10) lightning damage.
Lightsaber. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 5) force damage plus 4 (1d8) necrotic damage.
Telekinesis. Baron Badguy von Dark innately casts the telekinesis spell, without using a spell slot or any components (spellcasting ability bonus +9).
Teleport. Baron Badguy von Dark magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Villainous Taunt. One creature within 60 feet who can hear Baron Badguy von Dark must succeed on a DC 20 Wisdom saving throw or have its confidence shaken, taking 14 (4d6) psychic damage and having disadvantage on all attack rolls it makes until the end of its next turn.
Baron Badguy von Dark is an evil overlord (in fact he'd be the first person to call himself that). He plots to take over the world and hates meddling do-gooders.