Eye of the Storm. A constant storm of pouring rain, roaring winds, and bolts of red lightning six miles across and centered on Balrul traveling with him. While in the area of the storm ranged weapon attack rolls are made with disadvantage. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells (except for Balrul). Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical, and flying speed is halved (as if it were difficult terrain).
Innate Spellcasting. Balrul’s spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, silent image
3/day each: dispel magic, locate creature
1/day each: hold monster
Magic Resistance. Balrul has advantage on saving throws against spells and other magical effects.
Magic Weapons. Balrul’s attacks are considered magical.
Multiattack. Balrul attacks three times with the Lash of Submission. On a hit you roll a d6 and consult the cart below; The whip can’t use the same effect twice in a row, and it can’t use the same effect until all have been used:
1. The attack deals an extra 14 (4d6) acid damage.
2. The attack deals an extra 14 (4d6) lightning damage.
3. The attack deal an extra 14 (4d6) poison damage.
4. The target must succeed on a DC 15 Constitution saving throw or be stunned until the start of Balrul’s next turn.
5. The target must succeed on a DC 15 Wisdom saving throw or be affected by the confusion spell until the start of Balrul’s next turn.
6. The target must succeed on a DC 15 Constitution saving throw or begin to turn to stone and is restrained. It must repeat the saving throw at the end of each of its turns. If it successfully saves three times, the effect ends. If it fails its save three times, it turns to stone and is petrified for 24 hours. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
Lash of Submission (Whip). Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 12 (1d6 + 9) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
Balrul has a 50 percent chance of summoning 1d8 vrock, 1d6 hezrou, 1d4 glabrezu, 1d3 nalfeshnee, 1d2 marilith, or one goristro.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Teleport. Balrul magically teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see.
Balrul 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. Balrul regains spent legendary actions at the start of his turn.
Charge. Balrul moves up to his speed in a straight line tours a creature.
Claw. Balrul makes one claw attack.
Lightning Strike (Cost 2 Actions). Balrul summons a bolt of red lightning from the storm, striking at a point he can see within the area of the storm. Each creature in a 10-foot-radius, 300-foot-high cylinder centered on a point within range must make a DC 19 Dexterity saving throw. A creature takes 19 (3d10) lightning damage plus 19 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.
Description
The rain fell heavy as we entered the layer of the Abyss known as the Gaping Maw. Lightning struck the ground near use, but we kept moving. We had our quarry ahead of us, Demogorgon. We could just make out the two serpentine towers of Abysm when we were ambushed. The lesser demons were easy enough, but then I saw him. A giant pale fleshed demon with dagger like claws and teeth, wielding a whip of living snakes. There were six in my party… now there is only me… rotting away in this cursed cage.
-Anonymous journal found in the dungeons of Abysm-
The Eye of the Storm, Spawn of Demogorgon, Balrul is the embodiment of domination, his desire to break the will of lesser creatures is only matched by his thirst for humanoid flesh.
Description. Balrul stands nine feet tall on a pair of strong hooved legs, with a humanoid torso of pale white smooth hide, two large curved horns grow atop a bald head, his eyes glow a dark red, and his teeth and claws are long and bladed. Balrul can summon his Lash of Submission to his hand from a demiplane that he controls.
Eye of the Storm. A constant storm of pouring rain, roaring winds, and bolts of red lightning six miles across and centered on Balrul traveling with him. While in the area of the storm ranged weapon attack rolls are made with disadvantage. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells (except for Balrul). Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical, and flying speed is halved (as if it were difficult terrain).
Fighting Balrul. Balrul is a sadistic and intelligent creature, whom is not to be underestimated. Balrul enjoys stalking his prey and will send in lesser demons to ambush adventures, as he watches from a distance learning their skills. When Balrul goes in for the attack, he will wait for the most advantageous moment (while sleeping or distracted). Balrul will have his minions sorrowed and ambush, he generally has 2(1d4) wastrilith, 7(2d6) armanite, and 10(3d6) quasit.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/11/2020 7:39:21 PM
|
15
|
0
|
--
|
Coming Soon
|
Comments