Baron Badguy von Dark (5e Creature)

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Baron Badguy von Dark[edit]

Medium humanoid (human), neutral evil


Armor Class 21 (+3 plate)
Hit Points 170 (20d8 + 80)
Speed 60 ft.


STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 18 (+4) 15 (+2) 17 (+3) 19 (+4)

Saving Throws Wis +8, Cha +9
Skills Acrobatics +15, Deception +12, Intimidation +14, Perception +13
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 23
Languages Abyssal, Common, Infernal, Orc, Undercommon
Challenge 15 (13,000 XP)


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).

ACTIONS

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.


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