Gargantuan Dragon, Lawful Evil
Armor Class 25 (natural armor)
Hit Points 784 (31d20 + 252)
Speed 40 ft., Climb 60 ft., Fly 150 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +8, CON +17, WIS +10, CHA +14
Skills Intimidation +9, Perception +17, Stealth +9
Damage Resistances Bludgeoning, Piercing, Slashing, Damage from Spells; All damage but Force, Radiant, and Psychic
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Grappled, Stunned
Senses Blindsight 90 ft., Darkvision 150 ft., Passive Perception 26
Languages Common Understand’s but can’t speak, Draconic Understand’s but can’t speak
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (6/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Night’s Hide. During the Night Balerion had advantage to any stealth check, and any perception check to look at him has disadvantage.

Dragon’s Presence. Balerion has advantage to all intimidation checks. 

Actions

Multiattack. Balerion can use his Frightful Presence. He then makes three attacks: one with his bite and two with hus claws.

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 31 (4d10 + 10) piercing damage plus 31 (6d12) fire damage.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 29 (5d10 + 10) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of Balerion‘s choice that is within 120 feet of Balerion and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Balerion’s Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5–6). Balerion exhales fire in a 120-foot cone. Each creature in that area must make a DC 28 Dexterity saving throw, taking 122 (36d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Balerion can take 5 legendary actions, choosing from the options below. Three legendary action option can be used at a time and only at the end of another creature's turn. Balerion regains spent legendary actions at the start of its turn.

Detect. Balerion makes a Wisdom (Perception) check.

Tail Attack. Balerion makes a tail attack.

Wing Attack (Costs 2 Actions). Balerion beats his wings. Each creature within 25 feet of Balerion must succeed on a DC 25 Dexterity saving throw or take 26 (4d8 + 10) bludgeoning damage and be knocked prone. Balerion can then fly up to half its flying speed.

Description

The odor of sulfur, pumice, smoke, and death surrounds Balerion, whose swept-back horns and spinal frill define his silhouette. his beaked snout vents smoke at all times, his charcoal black scales covered all over his body, obsidian claws and wings, and his eyes dance with flame and chaos when he is angry. Although ridden by what’s his face in the conquest of the seven kingdoms Balerion is his own self thinking creature. Smart enough not to follow orders from his master blindly, but also not dumb enough to know that if he goes rogue then there will be no more food or fun. 

Lair and Lair Actions

 

 

 

Habitat: HillMountain

nickbro2009

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