Innate Spellcasting. Balgramoz‘s spellcasting ability is Charisma (spell DC 23 +15 to hit with attack spells) Balgramoz can innately cast the following spells, requiring no material components.
At will: fire bolt (17th level), mold earth, detect magic, chaos bolt (level 5), fire ball (level 3), erupting earth (level 3)
3/day each: fire ball (level 7), erupting earth (level 7), fly, telekinesis, fear.
1/day: earthquake
Fire Aura. At the start or each of Balgramoz’s turns, each creature within 10 ft of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches Balgramoz or hits him with a melee attack while within 10 feet of him take 10 (3d6) fire damage.
Magic Resistance. Balgramoz has advantage on saving throws against spells and other magic effects
Magic Weapons. Balgramoz’s weapon attacks are magical.
Legendary Resistance (3/Day). If Balgramoz fails a saving throw, he can choose to succeed instead.
Many Eyes. Balgramoz has advantage on perception checks.
Multiattack. Balgramoz makes one attacks with great flame or Fire bolt, and two attacks with Tentacle.
Great Flame. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 21 (3d8 + 8) [Slashing] damage and 13 (3d6) [fire] damage
Tentacle. Melee Weapon Attack +15 to hit, reach 15 ft., 1 target. Hit: 27 (3d12 + 8) [bludgeoning] damage.
Fire Bolt. RangedSpell Attack: +15 to hit, range 120 ft., 1 target. Hit: # (4d10) [Fire] damage.
Earth Stomp. Balgramoz stomps on the ground, all creatures within 30ft of Balgramoz and is on the ground must make a DC 23 Dexterity Saving throw. A target takes 28 (3d12 + 8) [bludgeoning] damage and be knocked prone on a failed save, or half as much on a successful one.
Gaze. Balgramoz turns his magical gaze toward one creature that can see him. That target must make a DC 23 Wisdom saving throw. Unless the creature is incapacitated, it can avert its eyes to avoid the gaze and automatically succeed on the save. If the target does so, it can’t see Balgramoz until the start of his next turn. If the target looks at him in the meantime, it must immediately make a save. If the target fails the save, the target suffers one of the following effects of Balgramoz’s choice or at random:
1. Beguiling Gaze. The target is stunned until the start of Balgramoz’s next turn or until Balgramoz is no longer in the targets line of sight.
2. Hypnotic Gaze. The target is Charmed by Balgramoz until the start of Balgramoz’s next turn. Balgramoz chooses how the charmed target uses its actions, reactions and movements. Because this requires Balgramoz’s focus, he can’t use his Maddening Gaze legendary action until this effect ends.
3. Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Balgramoz’s next turn. Balgramoz doesn’t need to concentrate on the spell.
Balgramoz can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creatures turn. Balgramoz regains spent legendary actions at the start of his turn.
Spell. Balgramoz can cast one of his at will spells.
Attack. Balgramoz makes one Great Flame strike or Tentacle.
Maddening Gaze. Balgramoz uses his Gaze action, and must only choose either Beguiling Gaze or the Insanity Gaze effect.
Description
Balgramoz is the Demon Prince of Fire and Earth, known as the Burning Lord. Balgramoz is a Powerful elemental that feeds on the suffering of living creatures. This burning stone being towers over the average man at 18 feat tall. Balgramoz appears to be made of cracked obsidian that is always on fire. On the head of Balgramoz is a rack of obsidian antlers. The body of Balgramoz is littered with flaming eyes that have no pattern on his body. Balgramoz can alter his for to have obsidian tentacles. Balgramoz was sealed away by Mordincine into a infant by the name of Ni-Kochani. This boy became a powerful sorcerer who used the power of Balgramoz to fight evil. Those who look into Balgramoz’s eyes are driven insane. Worshipers of Balgramoz gain fire and earth based abilities.
Madness of Balgramoz
d100 Flaw (lasts until cured)
01–20 “ Hate comes easily to me and explodes into rage”
21–40 “ Everyone who doesn’t directly benefit me doesn’t need to live.”
41–60 “ No one loves me and if you say you do your lying.”
61–80 “ I see those who stand in my way as my enemy, an enemy who need to die. “
81–00 “ I pick fights with the weak so I get the thrill of killing them”
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 20 (losing initiative ties), Balgramoz takes a lair action to cause one of the following effects; Balgramoz can’t use the same effect two rounds in a row:
- Balgramoz can summon a Fire Elemental or a Earth Elemental within 80 feet of himself
- Balgramoz causes the floor of his lair to aggressively tremor. All creatures inside Balgramoz’s lair must make a DC 23 Strength or Dexterity saving throw. The target is knocked prone and takes 24 (3d12 + 4) Bludgeoning damage in a failed save, or half as much on a successful one.
- Balgramoz can cause the floor of his lair to mold around everyone’s feet. Everyone within the lair must make a DC 23 strength save or be restrained.
Regional Effects
The region containing Balgramoz’s lair is warped by his magic, which creates one or more of the following effects:
- The air within 1 mile of Balgramoz’s lair is extremely hot. Any creature that isn’t immune or resistant to fire damage gains one level of exhaustion every hour.
- The ground within 3 miles of Balgramoz’s lair is severely cracked and will shake every few minutes.
- If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into madness determined by the Madness of Balgramoz table. A creature that succeeds on this saving throw can’t be effected by this regional effect again for 24 hours.
If Balgramoz dies, these effects fade over the course of 1d10 days.
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