Bariq the Pervader (Shadow Dragon–Stats Only)

by Thortron

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Bariq the Pervader (Shadow Dragon)

Huge, Chaotic Evil


  • Armor Class 19
  • Hit Points 80/80/81 (21d12 + 105)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 21 (+5) 18 (+4) 16 (+3) 20 (+5)

  • Saving Throws Dex +7 Con +10 Int +9 Wis +8 Cha +10
  • Skills Arcana +6, Investigation +9, Nature +6, Perception +12, Persuasion +7, Stealth +14
  • Damage Resistances necrotic, poison
  • Damage Immunities acid
  • Condition Immunities frightened
  • Senses blindsight 60 ft., darkvision 240 ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge 18 (20,000 XP)

Innate Spellcasting. Bariq's innate spellcasting ability is Charisma (spell save DC 18). Bariq can innately cast the following spells, requiring no material components:

1/day each: banishment, devouring darkness, evard's black tentacles, slow, stinking cloud, vitriolic sphere.

Amphibious. Bariq can breathe air and water.

Never Fight Fair (2/Day). If Bariq fails a saving throw, he can choose to reroll the save.

Living Shadow. While in dim light or darkness, Bariq has resistance to damage that isn't force, psychic, or radiant, and advantage on saving throws against spells and magical effects.

Magic Weapons. Bariq's natural weapons count as magical.

Shadow Stealth. While in dim light or darkness, Bariq can take the hide action as a bonus action.

Sunlight Sensitivity. While in sunlight, Bariq has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Paragon Traits

Paragon Fortitude. Bariq has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting Bariq end

Paragon's Last Stand. Bariq may take one additional turn in each round of combat once he has only one hit point pool remaining. Bariq determines initiative normally for his first turn, though it gains advantage on the roll. The subsequent turn is inserted immediately after any one of the PC's turn in the initiative order.

Actions

Purge Weakness. As an action, Bariq ends one condition afflicting him, but takes 10 damage. This damage cannot be reduced in any way.

Multiattack. Bariq can use his Frightful Presence. Bariq then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 9 (2d8) necrotic damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 7 (3d4) necrotic damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage plus 11 (2d10) acid damage.

Flying Ricocheting Charge. Once per short rest, as an action, Bariq moves up to his speed in any direction in a line, changing direction any number of times during the charge. Creatures in the way of this line must make a DC 17 Dexterity saving throw, taking 33 (6d10) bludgeoning damage on a failed save, or half on a success. Alternatively, a creature can make a DC 20 Strength saving throw, taking half damage and ending the charge on a success. When Bariq’s first hit point pool drops to zero, this ability recharges and is used immediately as a reaction. Fortitude Recharge: When one hit point pool is reduced to 0, this gains a use.

Frightful Presence. Each creature of Bariq's choice that is within 120 feet of Bariq and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Bariq's Frightful Presence for the next 24 hours.

Shadow Breath (Recharge 5-6). Bariq exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 63 (14d8) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after Bariq in the initiative count. The shadow is under Bariq's control. Fortitude Recharge: When one hit point pool is reduced to 0, shadow breath recharges.



Bariq the Pervader (Shadow Dragon) cont.


LEGENDARY REACTIONS

Grab and Toss. Whenever a creature misses an attack against Bariq, he can as a legendary reaction make a grapple attempt against a smaller creature within his melee reach if he has an open claw or mouth. If the grapple attempt succeeds, he can throw the grappled creature to a space within 60 ft. The thrown creature can make a DC 17 Dexterity (Acrobatics) check to land on their feet safely, taking 10 (3d6) bludgeoning damage on a failed save.

If another creature is in that space, then the creature in that space must make a DC 17 Dexterity saving throw to dodge, both creatures taking 14 (4d6) bludgeoning damage and falling prone on a failed save. Alternatively, if the creature has a free hand, it can make a DC 19 Strength saving throw to catch the thrown creature, taking no damage and keeping the thrown creature upright on a success, or both creatures taking 3d6 damage and getting knocked prone on a fail.

Guarded Flank. When a creature enters the reach of Bariq's tail, he can make a tail attack against them. If he hits then the target must succeed on a DC 19 Strength saving throw, or be pushed back 10 ft.

Intimidating Stamp/Shout. Whenever a creature within Bariq’s melee reach misses an attack against him, he can as a legendary reaction force adjacent creatures to make a DC 18 Strength saving throw, being pushed 10 feet on a failed save.

Offensive Pull. If a ranged attack from a creature against Bariq misses, he can as a legendary reaction force the attacking creature to make DC 18 Strength saving throw, being pulled 25 ft. on a failed save.

BONUS ACTIONS

Pervading Darkness. Once per minute as a bonus action Bariq can create a 25 ft. radius sphere of magical darkness from a point he can see. The darkness spreads around corners. Nonmagical light can't illuminate it.

If any of this area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Shake the Sky. Once per short rest as a bonus action Bariq can force creatures within 20 ft. of it to be pushed 30 ft. and make a DC 18 Strength saving throw, falling prone on a failed save. Fortitude Recharge: When one Hit Point pool is reduced to 0, shake the sky recharges.

Shadow Step. Once per minute as a bonus action—when in dim light or darkness—Bariq can teleport 120 feet to an unoccupied space he can see that is also in dim light or darkness.

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