Legendary Resistance (5/Day). If the Balthasar fails a saving throw, he can choose to succeed instead.
Metallic Awakening (Recharges after a Short or Longe rest). If the Balthasar would be reduced to 0 hit points, his current hit point total instead resets to 500 hit points, he recharges his breath weapon, and he regains any expended uses of Legendary Resistance. Additionally, the Balthasar can now use the options in the "Mythic Actions" section for 1 hour.
Unusual Nature. The Balthasar doesn't require food or drink, but he really likes apple pies.
Longe Presence. Each creature of the Balthasar's choice that is within 180ft of the Balthasar and aware of him must succeed on a DC 30 Wisdom saving throw or become frightened or charmed. The creature can repeat the saving throw at the end of each of it's turns, ending the effect on itself on a success. Once the effect ends or the creature succeeds the saving throw, it is immune to the Balthasar's LONGE presence for the next 24 hours.
Amphibious. The Balthasar can breathe in air and water.
Mimicry. The Balthasar can mimic any sound that it hears, but if a creature hearing this succeeds on a DC 25 Wisdom saving throw, it will recognise the sounds as mimicry.
Flyby. The Balthasar doesn't provoke opportunity attacks when flying on his turn.
Lightning Absorption. The Balthasar not only is immune to lightning damage, but when he takes lightning damage, he heals what would have been the damage.
Spellcasting. The Balthasar is a 20-level spellcaster. Its spellcasting ability is Charisma (spell save DC 22, +21 to hit with spell attacks). The Balthasar has following spells prepared:
Cantrips (at will): Thaumaturgy, lightning lure, mage hand, gust, vicious mockery, create bonfire
1st level (4 slots): Sleep
2st level (3 slots): Nathair's Mischef
3st level (3 slots): Counterspell, Ashardalon's Stride
4st level (3 slots): Greater Invisibility, Sickening Radiance
5st level (3 slots): Telekinesis, Wall of Force
6st level (2 slots): Chain Lightning
7st level (2 slots): Delayed Blast Fireball, Plane Shift, Teleport
8st level (1 slots): Dominate Monster
9st level (1 slots): Time Stop
Multiattack. The Balthasar makes one bite attack and 2 claw attacks.
Bite. Melee Weapon Attack: +21 to hit, reach 20 ft., one target. Hit: 28 (3d10 + 12) piercing damage plus 19 (3d12) force damage.
Claw. Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit: 25 (3d8 + 12) slashing damage plus 19 (3d12) force damage. If the target is a huge or smaller creature, it is grappled (escape DC 25) and is restrained until this grapple ends . The Balthasar can have only one creature grappled in this way at a time, however, if it is large or smaller, one claw is disabled for each creature grappled. Both claws are disabled while grappling a huge creature.
Tail. Melee Weapon Attack: +21 to hit, reach 25 ft., one target. Hit: 28 (3d10 + 12) piercing damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone. If the target is a huge or smaller creature, Balthasar can choose to grapple it (escape DC 25 ) and it is restrained until this grapple ends. The Balthasar can have only one creature grappled in this way at a time.
Breath Weapon (Recharges 5 rounds). The Balthasar uses one of the following breath weapons:
Lightning Breath. The Balthasar exhales in a 500ft cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 175 (16d20) lightning damage on a failed save, or half as much damage on a successful one. Each creature must also make a DC 25 Constitution saving throw or be deafened and paralysed for a round.
Repulsion Breath. The Balthasar exhales repulsion energy in a 500ft cone. Each creature in the area must succeed on a DC 25 strength saving throw. On a failed save the creature is pushed to the end of the cone.
Change Shape. The Balthasar magically transforms into any creature that is huge or smaller, while retaining his game statistics (other than it's size). This transformation ends if the Balthasar is reduced to 0 hit points or uses it's action to end it.
Fling. The Balthasar can use his bonus action to hurl a large or smaller creature 25d20 + 120ft in any direction. The creature does not take any damage from this, but you can work with your DM to figure out if it should.
Fling. When a large or smaller creature climbs onto the Balthasar, he can use his reaction to hurl the creature 25d20 + 120ft in any direction. The creature does not take any damage from this, but you can work with your DM to figure out if it should.
The Balthasar can take 5 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 Balthasar regains spent legendary actions at the start of his turn.
Attack. The Balthasar makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The Balthasar beats his wings. Each creature within 60ft must succeed on a DC 27 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The Balthasar can then fly up to half his flying speed.
If the Balthasar's Metallic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The Balthasar makes one Bite attack.
Shattering Roar (Costs 2 Actions). The Balthasar unleashes a magical roar. Each creature in a 180ft radius sphere centred on the Balthasar must succeed on a DC 27 Constitution saving throw or take 25 (4d12) thunder damage and be incapacitated until the end of it's next turn.
Description
Personality.
The Balthasar has elemental energy seeping from his scales.
The Balthasar will forget names quickly and create nicknames.
The Balthasar enjoys imitating humanoids.
The Balthasar regards modern civilisation as a curiosity that will end imminently.
The Balthasar has lightning energy flowing around his teeth.
Note. The Balthasar should have a Strength score of 35, a Charisma score of 35 and a Constitution score of 32. He should also have a challenge rating of 35.
The Balthasar follows Bahamut as one of his most powerful subjects.
The Balthasar will protect his companions well.
The Balthasar enjoys the company of his minions more than most.
The Balthasar's goal is to be LONGE.
Lair and Lair Actions
A Balthasar lairs in coastal caves. He might salvage a wrecked ship, reconstruct it within the confines of his lair, and use it as a treasure vault or nest for his eggs.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The Balthasar creates fog as though he had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A thunderclap originates at a point the Balthasar can see within 150 feet of it. Each creature within a 60-foot radius centred on that point must make a DC 25 Constitution saving throw or take 22 (4d10) thunder damage and be deafened until the end of its next turn.
Regional Effects
The region containing a Balthasar's lair is warped by the his magic.
- Once per day, the Balthasar can alter the weather in a 15-mile radius centred on his lair. The Balthasar doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
- Underwater plants within 15 miles of the Balthasar's lair take on dazzlingly brilliant hues.
- Within his lair, the Balthasar can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
If the Balthasar dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 2d10 days.
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