View Full Version : A Devil Duke

2016-08-01, 08:38 PM
Hey there! This'll be my first post here and I've needed some help with Homebrew creatures for a long time. I was wondering about possible balance changes that are needed in order to make it more viable as an enemy, as well as what CR this particular BBG may have.


Medium Fiend (Devil), Lawful Evil

Armor Class: 22 (Demonic Half-Plate)
Hit Points: 205 (17d8+102)
Speed: 30ft., fly 60ft

Str: 24 (+7)
Dex: 18 (+4)
Con: 22 (+6)
Int: 17 (+3)
Wis: 14 (+2)
Cha: 20 (+5)

Saving Throws: Str +13, Con +12, Int +9, Cha +11
Skills: Deception +11, intimidation +11, Perception +8, Stealth +10, Persuasion +11, Arcana +9
Damage Resistances: cold, lightning, necrotic
Damage Immunities: poison, fire; bludgeoning, piercing, and slashing from nonmagic weapons
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned, Exhausted, Petrified
Senses: 120 ft Truesight, Passive Perception 16
Languages: Common, Abyssal, Infernal, Deep Speech
Challenge: 27?

Fiendish Blessing: The AC of Balru'Gerot includes his Charisma Bonus.

Aura of Reaping: At the start of each of Balru'Gerots turns, each creature within 5ft of him takes 10 (3d6) necrotic damage, and nonmagical plants in the aura become dull, grey, and lifeless. An undead creature of CR below 5 in the aura has disadvantage on attack rolls against Balru'Gerot and if their CR is below 1 they are destroyed instantly and Balru'Gerot gains hit points equal to their maximum hit points.

Planar Stride: Once per day Balru'Gerot can cast Plane Shift on himself.

Fiendish Spellcasting: Balru'Gerot is an 18th level spellcaster. His spellcasting ability is Charisma (Spell Save DC 20, +11 to hit with spell attacks). Balru'Gerot can cast Shield and Hex (1st level) at will and has the following spells known.

1st level (4 slots): Disguise Self, Grease, Identify, Sleep, Command
2nd level (3 slots): Misty Step, Enlarge/Reduce, Suggestion
3rd level (3 slots): Counterspell, Fireball, Vampiric Touch
4th level (3 slots): Locate Creature, Fire Shield, Greater Invisibility
5th level (3 slots): Modify Memory, Telekenesis, Geas
6th level (1 slot): Sunbeam
7th level (1 slot): Reverse Gravity
8th level (1 slot): Maze
9th level (1 slot): Weird, Gate

Reaper of Souls: When a creature within 30ft of Balru'Gerot is reduced to zero hit points he regains hit points equal to 2 times the number of maximum hit dice the creature had.

Legendary Resistance (3/day): If Balru'Gerot fails a saving throw, he can choose to succeed instead.


Multiattack: Balru'Gerot makes two melee attacks or uses his Flame Ray twice.

Flame Ray: Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.

Unarmed Strike: Melee Weapon Attack: +10 to hit, reach 5 ft, one creature. Hit: 11 (1d8+7) bludgeoning damage and 7 (2d6) fire damage.

True Stoneblade: Melee Weapon Attack: +14 to hit, reach 5ft, one creature. Hit: 15 (2d6+8) slashing damage, 7 (2d6) fire damage, and 5 (1d8) necrotic damage.

If an enemy is reduced to zero hit points by the True Stoneblade they are turned to stone where they stand, as monuments to the blades power.

Ring of Baleratsu (Recharge 5-6): Infused with the souls of those slain by the Shard of the Molten King, this ring is filled with the distant screams of the damned. The wielder can use their action to force all creatures in a 30ft cone in front of them to make a Constitution Saving Throw or take 8d6 Necrotic Damage on as a wave of screaming ethereal souls is freed but for a moment from the ring. They take the full damage on a failed save and are frightened until the end of the wielders next turn, and they take half-damage on a successful save and are not affected by any additional effects.

Devils Charm: One humanoid that Balru'Gerot can see within 30ft of it must succeed on a DC 16 wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Balru'Gerots spoken commands. If the target suffers any harm from Balru'Gerot or his allies or receives a suicidal command from Balru'Gerot, the target can repeat the saving throw, ending the effect on itself on a success. If a targets saving throw is successful, or if the effect ends for it, the creature is immune to Balru'Gerots Devils Charm for the next 24 hours.

Legendary Actions
Balru'Gerot can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creatures turn. Balru'Gerot regains spent legendary actions at the start of its turn.

Unarmed Strike: Balru'Gerot makes one Unarmed Strike. (If wielding the True Stoneblade, he makes one attack with it.)

Fiendish Pulse (Costs 3 actions): Each non-fiend character within 20ft of Balru'Gerot must make a Constitution saving throw against the pulse of evil power, taking 21 (6d6) necrotic damage in a failed save, or half as much damage on a successful one.

Eyes of The Nine Hells (Costs 2 Actions): Balru'Gerot fixes his gaze on one creature it can see within 10ft of it. The target must succeed on a DC 18 Wisdom Saving throw against this effect or become frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect ob itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Balru'Gerots gaze for the next 24 hours.