This balhannoth gains or loses power based on the magical items it has acquired and mental anguish it has caused recently. Its CR ranges from 5-12.
Multiattack.
- CR 5: The balhannoth makes a bite attack and a tentacle attack, or it makes up to two tentacle attacks.
- CR 7: The balhannoth makes a bite attack and two tentacle attacks, or it makes up to three tentacle attacks.
- CR 9: The balhannoth makes a bite attack and two tentacle attacks, or it makes up to four tentacle attacks.
- CR 12: The balhannoth makes a bite attack and three tentacle attacks, or it makes up to five tentacle attacks.
Bite. Melee Weapon Attack
- CR 5: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 3) piercing damage.
- CR 7: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 3) piercing damage.
- CR 9: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage..
- CR 12: +8 to hit, reach 5 ft., one target. Hit: 30 (4d10 + 8) piercing damage..
Tentacle.
- CR 5: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage
- CR 7: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage
- CR 9: +7 to hit, reach 15 ft., one target. Hit: 14 (3d6 + 3) bludgeoning damage
- CR 12: +8 to hit, reach 15 ft., one target. Hit: 17 (3d6 + 6) bludgeoning damage
and the target is grappled and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles. (CR 9+ five)
- CR 5: escape DC 14
- CR 9: escape DC 15
- CR 12: escape DC 16
Additional actions based on magic items recently acquired, these are no longer in affect if the party recovers the item.
- Bloodmourne Axe: As a bonus action, the balhannoth summons an Animated Bloodmourne Axe. The axe fights autonomously and attempts to defend the balhannoth completely.
- Sword of wounding: When an attack hits a target they gain a wound. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success.
- Studded leather armor + 1: The balhannoth gains +1 to its AC
- Elemental Gem of air: The balhannoth can use its action to summon an air as if it had cast the Conjure Elemental spell, no concentration required.
- Power gem: The balhannoth gains +1 to hit with all attacks and spells
- Wizard's spell book: The balhannoth gets the ability to cast any spells in the spell book of the wizard without components using hit bonuses and save DC according to its melee attack scaling.
- Aearee-Quor Sky Ward Cloak: Can levitate at will, gains +1 to to AC and all saving throws.
- Javelin of Lightning: Instead of a bite attack, the balhannoth can target one creature with a bolt of lightning. +7 to hit, range 60 ft., one target. Hit: 17 (5d6) lightning damage.
For each item that the balhannoth possesses its internal CR increases by 1 from 5 to a max of 12. For each mental anguish the balhannoth has caused in the past month, after the item CR has been calculated, its internal CR increases by 1 from 5 up to a max of 8.
For each level over 5, or for each mental anguish the balhannoth causes not included in its CR, the balhannoth gains 9 (1d10 + 4) health.
LEGENDARY ACTIONS The balhannoth can take (CR5 one, CR7, two, CR9+ three) legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The balhannoth regains spent legendary actions at the start of its turn.
- Bite Attack. The balhannoth makes one bite attack against one creature it has grappled.
- Teleport. The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.
- Vanish. The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll.
- Cast spell:The balhannoth casts a cantrip it has access to from a spell book or uses two legendary actions to cast a higher level spell.
Lair and Lair Actions
LAIR ACTIONS When fighting inside its lair, a balhannoth can use lair actions. On initiative count 20 (losing initiative ties), a balhannoth can take one lair action to cause one of the following effects; the balhannoth can't use the same lair action two rounds in a row:
- The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind the balhannoth has read (see Regional Effects below). The transformation affects nonliving material only and can't create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or uses this lair action again.
- The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth's choice within 60 feet of it.
- The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the balhannoth becomes invisible to that creature for 1 minute. This effect ends if the balhannoth attacks the target.
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