Huge Dragon, Neutral
Armor Class 22 (natural armor)
Hit Points 463 (20d20 + 263)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
18 (+4)
WIS
18 (+4)
CHA
26 (+8)
Saving Throws DEX +10, CON +15, WIS +12, CHA +16
Skills Arcana +11, Deception +20, History +10, Insight +16, Perception +17, Performance +20, Persuasion +20
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic, Dwarvish, Elvish, Giant, Infernal
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Special Equipment. Blathazar carries a ollamh harp and a robe of the archmagi, and he wears a Mantle of Regency.

Magic Resistance. While wearing his robe of the archmagi, Balthazar has advantage on saving throws against spells and other magical effects.

 Unique Shape Change. Whenever Balthazar uses his action to change shape, he can choose to become his original half-elven form. When he does so he has 153 hit points, an AC of 18 (Robe of the Archmagi). From this form he has access to bard class features up to 20th level and the college of glamour subclass. If this form is reduced to 0 hitpoints Balthazar automatically reverts to his gold dragon form and cannot return to this form for a ten day.  Balthazar cannot use the Ollamh Harp or receive its benefits while he is a dragon unless he has cast an enlarge/reduce spell on it.

Dragon Ward of Ahghairon. Balthazar, his wife Alcina, and his son, Alonzo have been blessed by the dragonstaff of ahghairon and can freely move past Ahghairon's mythal around Waterdeep. If any of these creatures are touched by the staff while the wielder is attuned they will be forcibly ejected from the city's borders and be unable to reenter the mythal unless retouched by the staff. 

Spellcasting. Balthazar is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 24; +16 to hit with spell attacks). He has the following bard spells prepared:

Cantrips (at will): mage hand, mending, minor illusion, prestidigitation, message

1st level (4 slots): comprehend languages, detect magic, dissonant whispers, identify. protection from evil and good (Ollamh Harp)

2nd level (3 slots): darkness, detect thoughts, enlarge/reduce, zone of truth, invisibility, (Ollamh Harp) levitate (Ollamh Harp)

3rd level (3 slots): clairvoyance, fly, (Ollamh Harp) sending

4th level (3 slots): greater invisibility, charm monster, polymorph, confusion (Ollamh Harp)

5th level (2 slots): dominate person, contact other plane, scrying, greater restoration, planar binding, teleportation circle, animate objects

6th level (1 slot): true seeing, mass suggestion

7th level (1 slot): mirage arcane, resurrection, teleport, plane shift, fire storm (Ollamh Harp)

8th level (1 slot): dominate monster, control weather (Ollamh Harp)

9th level (1 slot): true polymorph, true resurrection, wish (Balthazar can no longer use the wish spell).

Actions

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

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 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 the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (12d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon 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 dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Cast Spell. Balthazar casts a spell of second level or lower.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

 Balthazar Cassalanter is the Open Lord of Waterdeep and is in his fifties. He was born to the then very affluent family of the Cassalanters and was a nephew to the infamous Victoro and Amalia Cassalanter. He spent his youth adventuring and made many friends among the citizenry of Waterdeep by working for their benefit on the front lines. 

 In his first large adventure he uncovered his family's Asmodeus worship and returned the 500,000 dragons that previous Open Lord, Dagult Neverember stole and hid from the city. He would later attempt to tame the Undermountain and stop the schemes of the mad mage, Halaster Blackcloak. He and his friends failed and were dead for a time. When they eventually returned to life Waterdeep had suffered greatly and Balthazar blamed himself for the city's state.

 He and his allies were able to thwart an attack on the city by mercenaries hired by Baldur's Gate, and he made close allies with the city's Blackstaff Vajra Safahr. In the final battle for the city against an awoken Undermountain, his predecessor Laeral Silverhand disappeared and the city was left without an Open Lord. 

 Many were shocked when the Masked Lords of the city called upon Balthazar to replace Laeral, but he accepted the role eagerly, much to the chagrin of some older nobles and courtiers within Waterdeep. Balthazar is a pragmatic and utilitarian leader who believes that the those with the most power to do good must do so. He immediately began reconstructing the city and beginning projects to 

 Balthazar's relative youth as the youngest Open Lord has shown itself, mostly in the form of the many enemies he has created within the city's nobility. Being of their rank has not made him more sympathetic, it has done the opposite and he continued Laeral Silverhand's Manshoon witch hunt. This meant convicting many noble houses for either conspiring with Manshoon or punishing them for not working to support the city and its people during the Undermountain Crisis. This involved stripping them of their privileges and seizing their estates, and using their wealth to fund the reconstruction and public work projects within the city.

 Many of these nobles were leaders within the Order of the Gauntlet, and as a result the faction has all but abandoned the city of Waterdeep and these nobles now operate as an émigré court in many other cities on the Sword's Coast, namely Silverymoon, Baldur's Gate, Neverwinter, and Elturel. 

 Balthazar's ascendance into a dragon is a complete secret to all but his wife, Alcina and his closest confidants. He worries this fact could once again tarnish the name he has worked so hard to repair. He will do anything for the people of Waterdeep as the promise he made when he became Open Lord, and that may just be his undoing... 

Lair and Lair Actions

A Gold Dragon’s Lair

Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

Regional Effects

The region containing a legendary gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
  • Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
  • Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.

If the dragon dies, these effects end immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
4/27/2021 5:57:20 AM
1
0
--
Coming Soon
4/27/2021 6:34:05 AM
4
0
--
Coming Soon

Habitat: HillMountain

CAPPAPRIDE

Comments

Posts Quoted:
Reply
Clear All Quotes