Medium Humanoid, Lawful Evil
Armor Class 9 Natural Armor
Hit Points 60 (6d20 + 30)
Speed 20 ft.
STR
9 (-1)
DEX
9 (-1)
CON
9 (-1)
INT
20 (+5)
WIS
16 (+3)
CHA
11 (+0)
Saving Throws INT +9, WIS +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage from Spells
Condition Immunities Charmed
Senses Passive Perception 12
Languages Celestial, Common, Infernal Common, Infernal, Celestial
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Spellcasting. Balfallen the Blue is a #-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Balfallen the Blue has following Wizard spells prepared:

Cantrips (at will): Create Bonfire, Mage Hand, Ray of Frost, Shocking Grasp
1st level (4 slots): Absorb Elements, Earth Tremor, Feather Fall, Identify, Mage Armor

2nd level (3 slots): Absorb Elements, Blur, Darkness, Earth Tremor, Scorching Ray

3rd level (3 slots): Absorb Elements, Counterspell, Dispel Magic, Earth Tremor, Lightning bolt, Scorching Ray

4th level (2 slots): Absorb Elements, Counterspell, Dispel Magic, Earth Tremor, Elemental Bane, Ice Storm, Lightning Bolt, Scorching Ray

Actions

Quarterstaff

Action Melee Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 6 (1d8 + 2) Bludgeoning damage. 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Spells: Absorb Elements, Featherfall, Counterspell

Legendary Actions

Spell Caster (Costs 1 Actions). Balfallen the Blue casts a level 4 or lower spell without expending any spell slots.

Detect Weakness (Costs 2 Actions). Balfallen the Blue finds a weakness in the enemies armor. He has Advantage on his next attack against that target and deals Critical Damage if it hits.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Human

Habitat: Urban

Bitboi77

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