Huge Aberration, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 250 (20d12 + 120)
Speed 40 ft., Fly 60 ft.
STR
25 (+7)
DEX
14 (+2)
CON
23 (+6)
INT
5 (-3)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws STR +12, CON +11
Skills Perception +10
Damage Resistances Fire, Lightning
Damage Immunities Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Blindsight 120 ft., Passive Perception 20
Languages Understands Deep Speech but can't speak
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Otherworldly Presence. If a creature starts its turn within 30 feet of the balewing and can see it, the balewing can force the creature to make a DC 18 Wisdom saving throw if the balewing isn't incapacitated. On a failed save, the creature acquires a short-term madness randomly determined which lasts for 1 minute. The creature can repeat the saving throw at the end of its turns, ending the madness on a success. A creature which already has a short-term madness, is immune to psychic damage, or which has succeeded on a saving throw to this balewing's Otherworldly Presence in the last 24 hours is immune.

Magic Attacks. The balewing's weapon attacks are magical.

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

Actions

Multiattack. The balewing makes four melee attacks; one with its bite and three with its tendrils. It can use Hurl Balefire in place of any melee attack

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) piercing damage.

Hurl Balefire. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 7 (2d6) fire damage and 7 (2d6) acid damage. This damage ignores resistances and immunities.

Tendrils. Melee Weapon Attack: +12 to hit, range 15ft., one target. Hit: 10 (2d6) acid damage plus 10 (3d6) psychic damage. At the end of each of its turns, the target must make a DC 13 Constitution saving throw, taking 7 (2d6) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.

Eldritch Breath (Recharge 5-6). The balewing exhales arcs of energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 28 (5d10) lightninng damage and 28 (5d10) force damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, it is disintegrated, as per the disintegrate spell.

Ionlegend13

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