Monster
Baernaloth
Outside your table’s allowed sources
Official reference · MPP · 2014
- Creature type
- Fiend
- Size
- Large
- Armor class
- 17 (natural armor)
- Hit points
- 256 (27d10 + 108)
- Speed
- Walk 40 ft.
- Challenge rating
- 17
- Alignment
- Neutral Evil
- Strength
- 19
- Dexterity
- 14
- Constitution
- 18
- Intelligence
- 22
- Wisdom
- 16
- Charisma
- 21
- Passive Perception
- 19
- Saving Throws
- con: +10; wis: +9
- Skills
- arcana: +12; insight: +9; perception: +9
- Senses
- truesight 120 ft.
- Languages
- all, telepathy 120 ft.
- Resistances
- cold, fire, lightning, necrotic, psychic, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Immunities
- acid, poison
- Condition Immunities
- charmed, frightened, poisoned
Traits
Legendary Resistance (4/Day)
If the baernaloth fails a saving throw, it can choose to succeed instead.
The baernaloth has advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The baernaloth makes one Anguishing Bite attack and one Claw attack. It can also use Teleport.
Anguishing Bite
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 10 (3d6) psychic damage. If the target is a creature, it can't regain hit points until the start of the baernaloth's next turn.
Claw
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) necrotic damage.
Miasma of Discord (Recharge 5–6)
The baernaloth exhales gray vapors that coalesce at a point it can see within 120 feet of itself. The vapors fill a 20-foot-radius sphere centered on that point, then vanish. Each non-yugoloth creature in that area must make a DC 19 Wisdom saving throw. On a failed save, the creature takes 35 (10d6) psychic damage and has the charmed condition until the end of its next turn. A creature charmed in this way treats its allies as foes, and the colors of its body and equipment become shades of gray. On a successful save, the creature takes half as much damage only.
Summon Yugoloth (1/Day)
The baernaloth has a 50 percent chance of summoning its choice of 1d4 mezzoloths, 1 arcanaloth, or 1 baernaloth (the mezzoloth and arcanaloth appear in the Monster Manual). A summoned yugoloth appears in an unoccupied space within 60 feet of the baernaloth, acts as an ally of the baernaloth, and can't summon other yugoloths. It remains for 1 minute, until it or the baernaloth dies, or until the baernaloth dismisses it as an action.
The baernaloth teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Reactions
Afflict Despair
When a creature that the baernaloth can see within 60 feet of itself hits with an attack roll or succeeds on a saving throw, the baernaloth forces the creature to reroll the d20 and use the new result.
Inescapable Pain
When the baernaloth is damaged by another creature, that creature must make a DC 19 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.
The baernaloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 20):
At will: detect thoughts, phantasmal force, suggestion
1/day each: cloudkill, plane shift (self only), scrying (as an action)
Lair actions
On initiative count 20 (losing initiative ties), a baernaloth can take one of the following lair actions; the baernaloth can't take the same lair action two rounds in a row:
- Consume Suffering.: Until initiative count 20 on the next round, when a creature in the baernaloth's lair other than the baernaloth takes necrotic or psychic damage or drops to 0 hit points, the baernaloth regains 10 (3d6) hit points.
- Discover Secrets.: The baernaloth uses Spellcasting to cast detect thoughts. A creature targeted by the spell cast in this way takes 13 (3d8) psychic damage.
- Recurring Wound.: A creature that doesn't have all its hit points and that the baernaloth can see in its lair must make a DC 19 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.
Regional effects
A region containing a baernaloth's lair becomes warped by the creature's unnatural presence, which creates one or more of the following effects:
- Persistent Anguish.: Within 10 miles of a baernaloth's lair, when a creature casts a spell that either restores hit points or removes the charmed or frightened condition, the spell fails and is wasted unless the caster succeeds on a DC 19 saving throw using its spellcasting ability. Once a creature succeeds on the saving throw, it is immune to this regional effect for 24 hours.
- Slow Healing.: Within 10 miles of a baernaloth's lair, a creature other than the baernaloth regains only hit points equal to half its hit point maximum when it finishes a long rest, and it regains only half the usual number of hit points when it spends Hit Dice during a short rest.
If the baernaloth dies, these effects end immediately.