The Lord of Wrath

Lord of Wrath. All rights reserved.

The story of the Lord of Wrath begins in the depths of the lower planes, paradoxically in Barathus and Malor at once. In an echo of Vornoth's betrayal of the other evil gods when he created the Book of Seven, the origin of the Captain of the Deadly Lords began when evil turned upon itself, each side seeking its own advantage.

Two mighty warlords, the Pit Fiend Nabarus and the Balor Bakahul, clashed in the Astral River, hurling their devilish and demonic armies against one another. Their forces took advantage of the weakened boundaries between the lower planes, boundaries made less certain by Vornoth, the Walker-in-Darkness, who traversed the planes of evil at will. Both fiends hoped that the destruction of such a powerful adversary would win them prestige in the eyes of the greater demons and devils above them. Yet the two were so evenly matched that neither could gain the upper hand. Their armies decimated, each returned to his infernal fortress to nurse his wounded pride: Nabarus stewing in cold resentment, Bakahul raging at the stalemate.

In his black-spired, lava-moated castle, the wily devil Nabarus hatched a plot to rise within the strict hierarchies of Hell. He began researching a demonic ritual that would allow him to absorb the power of Bakahul, increasing both his personal might and his infernal prestige. For several years he made little progress, and it seemed that such a rite might be impossible.

Then, in his search for forbidden knowledge, Nabarus contacted a powerful evil from another plane: the Dweller in the Wintervale herself. After extracting from him a promise of future service, the Dweller supplied the Pit Fiend with magical phrases drawn from the Book of Seven, the very key needed to unlock the ritual.

Nabarus then lured Bakahul to the Astral River under a flag of truce. There, in an act of pure betrayal, he uttered the magical words. In a blinding flash, he began to absorb the power of the Balor. Taken by surprise and overcome by fury, Bakahul cried out for aid to the darkest power of the lower planes: Vornoth himself.

Ordinarily, the Walker-in-Darkness would not have cared for the plight of a single demon, even one as mighty as Bakahul. In this instance, however, the Lord of Evil saw the chance to forge a useful tool. He answered the Balor's call, preserving Bakahul's consciousness even as the demon's body was destroyed forever.

Thus Nabarus and Bakahul were merged.

The Pit Fiend soon discovered that his victory had carried a terrible price. In moments of stress, rage, or injury, the personality of Bakahul struggled to the surface, fighting to seize control of Nabarus' body and undo the devil's designs. Nabarus had gained the Balor's power, but he had also made his enemy immortal within himself.

Filled with anger at this unexpected curse, Nabarus set aside his ambitions of rising through the hellish hierarchy and turned his efforts toward removing Bakahul from his being. Yet these efforts too were thwarted, for the Dweller in the Wintervale soon called in her favor. She summoned the Pit Fiend to Núrion to serve as the Captain of the Lords of Sin. Using the Book of Seven, she imbued him with the Dark Will, and, bound by his promise, Nabarus angrily agreed to become the Lord of Wrath. His dream of becoming an Overlord of Hell slipped away, perhaps forever. He led an assault on the greatest realm on the continent: the Kingdom of Farland. And he conquered it and set himself up to rule from the Far City.

Here, however, Vornoth's deeper plan came to fruition. The dark god knew that the Dweller had long chafed under his control and sought some means of escaping her sentence of doom. He knew the fallen elf would betray him if she believed she could do so safely. Therefore Vornoth spoke to the trapped consciousness of Bakahul, revealing to the raging and nearly insane demon that he owed his continued existence to the Walker-in-Darkness and that his present torment was the fault of the Dweller in the Vale.

Vornoth charged Bakahul with watching the Dweller's movements and reporting her machinations back to him. This was necessary because direct divine intervention on Núrion had been forbidden by the Council of the Gods. Because of this interdiction, Vornoth's awareness of events on Núrion was clouded, and the Dweller had become especially adept at hiding from his sight when she wished. Bakahul, hating the Dweller and seeing Vornoth as his salvation, agreed to spy upon his master.

Thus the Lord of Wrath contains not one fury, but two.

Nabarus' wrath is cold, disciplined, and calculating. Bound by oath to serve the Dweller, he seethes at the loss of his true ambition. The thought that he might once have become an Overlord of Hell pierces his heart like an icicle. His anger does not flare wildly; it hardens, sharpens, and waits.

Bakahul's wrath is altogether different. His anger is fiery, chaotic, and nearly uncontrollable. He burns with hatred for Nabarus, who stole his body; for the Dweller, whose schemes made his imprisonment possible; and for nearly every creature in existence. Only Vornoth is spared his hatred, for Bakahul regards the Walker-in-Darkness as the preserver of his soul and the author of his eventual revenge. When Bakahul gains control of Nabarus' body, he is sometimes able to master his fury long enough to use mighty magics and report to Vornoth on the doings of the Dweller. Yet this discipline never lasts for long.

In war, Nabarus is cold, guarded, and strategic. He surrounds himself with legions of hobgoblin troops and with the elite force known as the Crimson Lion Guard, preferring to let his soldiers bleed before he commits himself directly. He is no coward, but he is a devil: cautious, hierarchical, and careful with his power.

If Nabarus is wounded or driven to great anger, Bakahul strains against the prison of their shared flesh. The more injured or enraged the Pit Fiend becomes, the harder Bakahul is to resist. When the Balor at last seizes control, the Lord of Wrath changes utterly. He becomes more reckless, more direct, and far less tactical. Bakahul remains cunning, but his cunning is always threatened by the fire of his rage. Sooner or later, he gives himself over to fury and wades into combat with his fearsome magical greataxe.

This is why Nabarus-Bakahul is the truest embodiment of Wrath. He is not merely angry. He is anger divided against itself: cold vengeance chained to hot fury, calculation fused with frenzy, hatred made into a single monstrous will. In him, wrath is both the patience to plot for centuries and the impulse to tear the world apart in a single burning instant.



Nabarus, The Lord of Wrath calm

Large fiend (devil), lawful evil



Armor Class   19 (natural armor)
Hit Points   420 (30d10+240)
Speed   30 ft., fly 60 ft.



STR  26 (+8)   DEX  14 (+2)   CON  26 (+8)   INT  22 (+6)   WIS  18 (+4)   CHR  24 (+7)



Saving Throws   Dex +9, Con +15, Wis +11
Skills   Persuasion +17, Stealth +8
Damage Resistance   cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Damage Immunities   fire, poison
Condition Immunities  poisoned
Senses   truesight 120 ft., passive Perception 15
Languages   Dark Speech, Farlandish, telepathy 120 ft.
Challenge   23 (50,000 XP-- only awarded once upon the death of either Nabarus or Bakahul)



Legendary Resistance (3/Day). If Nabarus fails a saving throw, he can choose to succeed instead. However, the amount of times Bakahul has used his legendary resistance counts against the amount of times Nabarus can use his.

Fear Aura. Any creature hostile to Nabarus that starts its turn within 20 feet of him must make a DC 22 Wisdom saving throw, unless Nabarus is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Nabarus' Fear Aura for the next 24 hours.

Magic Resistance. Nabarus has advantage on saving throws against spells and other magical effects.

Magic Weapons. Nabarus' weapon attacks are magical.

Spellcasting. Nabarus' spellcasting ability is charisma (spell save DC 22). Nabarus can use the following spells:
At will: detect magic, fireball
3/day each: hold monster, wall of fire

Transform to Bakahul. When Nabarus takes damage that reduces him to half of his total hit points, the personality of Bakahul takes over. His body immolates, his tail elongates, and he becomes ruled by pure rage. While Bakahul, he cannot use any of Nabarus' traits or abilities, and vice versa. Alternately, any event that greatly enrages Nabarus may cause him to become Bakahul (DM's choice). Both Nabarus and Bakahul can use the Lord of Wrath's legendary and lair actions.

Actions



Multiattack. Nabarus makes four attacks: one with his bite, one with his claw, one with his axe, and one with his tail.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 28 (6d6+8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 35 (10d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Axe. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 8) slashing damage plus 8 (2d8) damage from bleeding.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 34 (5d10 + 8) bludgeoning damage.



Bakahul, The Lord of Wrath Angry

Large fiend (demon), chaotic evil



Armor Class   19 (natural armor)
Hit Points   420 (30d10+240) but Bakahul starts with the same hit points Nabarus had when he transformed to Bakahul.
Speed   40 ft., fly 80 ft.



STR  28 (+9)   DEX  15 (+2)   CON  26 (+8)   INT  18 (+4)   WIS  16 (+3)   CHR  22 (+6)



Saving Throws   Str +16, Con +15, Wis +9, Cha +13
Damage Resistance   cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities   fire, poison
Condition Immunities  poisoned
Senses   truesight 120 ft., passive Perception 13
Languages   Dark Speech, Farlandish, telepathy 120 ft.
Challenge   23 (50,000 XP-- only awarded once upon the death of either Nabarus or Bakahul)



Legendary Resistance (3/Day). If Bakahul fails a saving throw, he can choose to succeed instead. However, The amount of times Nabarus has used his legendary resistance counts against the amount of times Bakahul can use his.

Death Throes. When Bakahul dies, he explodes, and each creature within 30 feet of him must make a DC 20 Dexterity saving throw, taking 85 (25d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys Bakahul's weapons.

Fire Aura. At the start of each of Bakahul's turns , each creature within 5 feet of him takes 16 (5d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Bakahul or hits him with a melee attack while within 5 feet of him takes 16 (5d6) fire damage.

Magic Resistance. Bakahul has advantage on saving throws against spells and other magical effects.

Magic Weapons. Bakahul's weapon attacks are magical.

Spellcasting. Bakahul' spellcasting ability is charisma (spell save DC 21). Bakahul can use the following spells:
At will: detect magic, lightning bolt

Transform to Nabarus. If Bakahul slays all of his enemies, regains hit points such that he currently possesses more than half of his total hit points, or if he grows calm, he will transform to Nabarus in 10 (2d10) rounds. The flames on his body are extinguished, and his tail shrinks. When he transforms from Bakahul to Nabarus, his new hit point total is the same as Bakahul's when Bakahul transformed to Nabarus, except he regains 20 (4d10) hit points. While Nabarus, he cannot use any of Bakahul's traits or abilities, and vice versa. Both Bakahul and Nabarus can use the Lord of Wrath's legendary and lair actions.

Actions



Multiattack. Bakahul makes four attacks: two with his axe and two with his tail.

Axe. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 9) slashing damage plus 17 (4d8) lightning damage. If Bakahul scores a critical hit, he rolls damage dice three times, instead of twice.

Tail. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 34 (5d10 + 8) bludgeoning damage plus 16 (5d6) fire damage, and the target must succeed on a DC 21 Strength saving throw or be pulled up to 25 feet toward Bakahul.

Teleport. Bakahul magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions



The Lord of Wrath 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 creature's turn. The Lord of Wrath regains spent legendary actions at the start of his turn.

Enrage. A random creature that is an enemy of the Lord of Wrath within sight of the Lord of Wrath must succeed at a DC 21 Wisdom saving throw or become enraged. On its next turn, the creature uses its action to make a melee or ranged attack against a randomly determined ally within its reach or range. If there is no ally within its reach or range, the creature does nothing on its turn.

Axe (costs two actions). The Lord of Wrath makes an axe attack.

Tail Attack (costs two actions). The Lord of Wrath makes a tail attack.

Lair Actions



The Lord of Wrath lairs in the Flamespire, the highest tower in the Palace of Wrath in the Far City. Creatures that dwell within a mile of the Flamespire are short-tempered, irritable, and given to angry outbursts and even unnecessary violence. The Palace is guarded by hobgoblin legions as well as the dreaded Crimson Lion Guard. But the Flamespire itself also works to defeat the foes of the Lord of Wrath. On initiative count 20 (losing initiative ties), The Lord of Wrath takes a lair action to cause one of the following effects. The Lord of Wrath can't use the same effect two rounds in a row. The Lord of Wrath is CR 24 (62,000 XP) while in his lair.