Small Fiend, Unaligned
Armor Class 12 Naturtal
Hit Points 7 (2d6)
Speed 15 ft.
STR
12 (+1)
DEX
15 (+2)
CON
11 (+0)
INT
5 (-3)
WIS
8 (-1)
CHA
2 (-4)
Damage Resistances Acid
Damage Immunities Fire
Senses Darkvision 60 ft., Passive Perception 10
Languages Abyssal, Common Can understand Common but cannot speak/read it --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Keen Smell. The baby has an advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The baby has an advantage on an attack roll against a creature if at least one of the babies' allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

The Baby Balor can make one of two attacks:

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Rampage. The Baby goes into a frenzy and rampages through the battlefield. For the duration of the rampage, base speed is double and the baby rolls a d100 and the action is based on the chart below. Rampage lasts for 3 rounds. When the baby's Rampage ends, it suffers one level of exhaustion.

D100 Rampage Chart:

1-10: Hideous Crying: The Baby begins to uncontrollably cry every creature within a 20ft range perceives everything as terrifying. Every creature must succeed on a Constitution (DC 12) saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. 

At the end of each of its turns, and each time it takes damage, the target can make another Constitution saving throw. The target has an advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

11-20: Baby Farts: The Baby has uncontrollable bowel movements and creates a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. -Each creature that is completely within the cloud at the start of its turn must make a Constitution(DC 12) saving throw against poison. On a failed save, the creature spends its action on that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. -A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

21-30: Baby Rattle Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. The baby will then use the creature as a club and bash it into other creatures until the creature escapes.

The Creature Club: Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

31-40: Mud Ball: The baby begins to make mud balls and plays with them for one round.

41-50: Baby Breath (Recharge 5–6). The Baby Balor exhales fire in a 30--foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking (5d6) fire damage on a failed save, or half as much damage on a successful one. After using this ability the baby suffers one level of exhaustion.

 51-60: In the Zone: The Baby Balor zones out staring at a spot in the distance of nothing in particular. The baby drools a little bit and might even chuckle. This will last for 1 round.

61-70: Tantrum: The baby goes into a wild tantrum, the baby flails wildly and cries to the point where it is rendered asleep. The baby is asleep for 1 round.

71-80: Disarm: The baby will get attached to the first weapon within its reach. The baby makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the baby wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.

The baby has a disadvantage on its attack roll if the target is holding the item with two or more hands. The target has an advantage on its ability check if it is larger than the baby or a disadvantage if it is the same size or smaller.

81-90: Teleport: The baby becomes overly fearful for its own safety and will teleport up to a mile away in any direction.

91-100: Fireball: A bright streak emanates from the baby engulfing anything within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on the baby must make a Dexterity saving throw. A target takes 5d6 fire damage on a failed save, or half as much damage on a successful one. The baby suffers one level of exhaustion after using this ability. -The fire s preads around corners. It ignites flammable objects in the area that aren't being worn or carried.

 

Previous Versions

Name Date Modified Views Adds Version Actions
5/14/2022 5:38:17 AM
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Coming Soon

Monster Tags: Misc Creature

Habitat: ForestSwampUnderdarkUrban

Phatman102

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