Special Trait Name. multiple heads
The balaur has three heads, one representing air, one representing water, and one representing stone. the water and air heads have 40 hp and the stone one has 80. when one is chopped off the head does not grow back (its not a hydra).
weather control. The Balaur can create storms covering a 600 ft area.
Lighting absorb. The Balaur can absorb lightning, either from a storm or an attack. when it absorbs three strikes it can make a ranged attack. The Balaur can fly in the sky and spend a turn to charge the attack.
mist spray. The Balaur can cast a 60 ft cube of mist, any action taken inside the mist that involves sight is made at disdadvantage
Stone Affliction. If the Stone head hits someone with a bite attack they must roll a dc 16 con save or have their movement halved. after each turn the player can make the throw again, after 3 turns of the player can no longer move and their legs will be turned to stone. five turns after that the player will be turned into stone and can be revived with any restoration spell.
fly. the Balaur has a fly speed of 30 ft
Multiattack. the Balaur can make as many attacks as it has heads
Action Melee Attack. bite Water/Air: +5 to hit, reach 10 ft., 1 target. Hit: 7 (2d6 + 4) piercing damage.
Action Melee Attack. bite stone: +5 to hit, reach 10 ft., 1 target. Hit: 13 (3d6 + 4) piercing damage.
Action Ranged Attack. Air head. Lighting Strike: +6 to hit, range 20/ 120ft, Hit: 37 (6d6) Lightning damage.
Enter the description for how bonus actions work for your monster here.
Absorb Lighting. When Struck by Lighting The Balaur can absorb it and Charge its ranged attack.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
The Balaur helps Strahd Guard Treasures, it is steadfast on holding its ground and its only goal is too obey. when aproached the dragon Calls upon a storm and readys itself to kill intruders.
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:
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If the [monster name] dies, these effects fade over the course of #d# days.
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