Baalthezar

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Fiends of Sanguineth

Sanguineth houses a brutal, sweltering jungle known as Ogshora, which both grows and decays at an unnerving pace. None can take the same path between strongholds multiple times, as the jungle changes too rapidly for roads to be established. Within Ogshora, rivers of blood flow between fleshy tumorous growths vaguely reminiscent of mangroves. The fiends of this domain relish in emotion, be it rage, envy, or lust, and do little to curb their voracious desires besides indulge in horrific excess as they hunt through the claustrophobic foliage, which can be just as deadly as the fiends themselves.

Baalthezar

Appearing like a satyr after some horrible experiment, a Baalthezar has the torso of a human with three arms, the head of a goat with three horns and three eyes, and three goat legs. Immensely cunning, this fiend delights in communing with and corrupting witch covens, making deals with mortals, and entering pacts that will force others to further the Baalthezar’s own agenda.

Baalthezar

Monster Level: 30
Large. Fiend Monstrosity
STR DEX END AWR INT CHA
8 5 4 4 8 7
Ref: 15 Fort: 14 Ant: 14 Log: 18 Will: 17
Resist Occult 6
Armor Rating 14 Vulnerable Divine 4
Hit Points 380 Immune Nonmagical Weapons
Speed 40ft Senses Darkvision 120ft
Skills (STR) Applied Force +8; (CHA)

Deceiving +7, Persuading +7

Traits Unerring Mind, Regen 4
Features
Shapeshifter (3/Day). The Baalzethar may spend 30 seconds shapeshifting to take the form of a black Goat or an Swarm of Ravens three times per day. While in this form it uses the corresponding stats but has +6 to Deceiving. It remains in this form for up to 4 hours or until it decides to end the shapeshift, reverting to its original form instantaneously.

Dealmaker. The Baalzethar may bind any willing mortal to a contract signed in blood. If broken, the violator must make a DC17 CHA check, taking 65 (10d12) psychic on a failed check and ½ as much on a successful one. Share Power. The Baalzethar may bestow a willing mortal with a fraction of its power. Doing so gives the mortal the Witch Entry Talent, but the mortal must choose Initiate of the Occult from this talent. Sharing power in this way lowers the Baalzethar’s maximum HP by 10 but increases its AR by one. The Baalzethar may only Share Power with up to 5 mortals at a time. Occult Ritualist. Using INT, the Baalthezar can cast the following occult rituals. Bedeviling Countenance, Blood Bond, Child of Darkness, Devil’s Sight, Entice, Shadow Armor. Occult Fiend. Using INT, the Baalthezar can cast the following occult spells. (At Will) Cloven Step, Darkness, Minor Augmentation, Warp Step 3/Day) Babble, Shadow Travel (1/Day) Dark Smile

Actions

The Baalzethar can take FIVE of the following actions, or take the same action five times.

Move. The Baalzethar can move up to its speed.

Claws. Reach 5ft Natural Weapon. +8 vs AR. Hit: 11 (1d6+8) sharp. Spell. The Baalthezar can cast one of its at will spells.

OR the Baalzethar can take ONE of the following actions…

Move. The Baalzethar can move up to its speed.

Claws. The Baalthezar can make a Claws attack. Spell. The Baalthezar can cast one of its expendable spells.

...AND take ONE of the following actions.

Bleat of Madness (Recharge 5). 60ft Radius Natural Weapon. +7 vs WILL of all hostile creatures within the range. Hit: 16 (1d8+8) psychic and the target must use its next turn to attack the closest creature.

Spell. The Baalthezar can cast one of its expendable spells. Kick. Reach 10ft Natural Weapon. +8 vs AR. Hit: 13 (1d10+8) blunt and the target is knocked Prone if it is Huge or smaller.

OR the Baalzethar can MOVE take TWO of the following actions, or take the same action twice

Bleat of Madness. The Baalthezar may use its Bleat of Madness.

Spell. The Baalthezar can cast one of its expendable spells. Coven Lord (1/Rest). The Baalzethar may summon 1d4+1 ML 5 Witches. These Witches consider the Baalzethar an ally and take their turn immediately after the Baalthezar in Initiative. Kick. The Baalthezar can make a Kick attack.

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