Adamantine Armor. Balaur wears a suit of adamantine armor that provides resistance to damage from any attack and grants advantage on saving throws against spells. The armor has a Damage Threshold of 15 and is immune to fire, poison and psychic damage.
While wearing this armor, Balaur's flying speed is reduced to 30 feet, and he must end his movement on a solid surface, or he will fall.
Legendary Resistance. (3/Day). If Balaur fails a saving throw, he can choose to succeed instead.
Pounce. If Balaur moves at least 20 feet straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 9 (2d8) slashing damage. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or be knocked prone. If the target is prone, Balaur can make a bite against it as a bonus action.
Siege Monster. Balaur deals double damage to objects and structures.
Multiattack. Balaur can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing + 13 (3d8) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 +10) bludgeoning damage.
Battle Roar. Any allied creatures that can see and hear Balaur can use their reaction to make a weapon attack. Each creature within 60 feet of Balaur must make a DC 20 Constitution saving throw or become deafened until the end of their next turn.
Frightful Presence. Each creature of Balaur's choice that is within 120 feet of him and aware of him must succeed on a DC 21 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turn, 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 Balaur's Frightful Presence for the next 24 hours.
Burning Breath (Recharge 5-6). Balaur exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) damage on a failed save or half as much damage on a successful one. Objects in the area take the full damage, and flammable objects that aren't being worn or carried are ignited.
Balaur can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Balaur regains spent legendary actions at the start of his turn.
Detect. Balaur makes a Wisdom (Perception) check.
Tail Attack. Balaur makes a tail attack.
Overrun (Costs 2 Actions). Balaur moves up to his speed. During this movement, he can move through the spaces of any Large or smaller creatures. When he moves through a space occupied by a creature, that creature must make a DC 22 Strength saving throw or be knocked prone.
Siege Support (Costs 2 Actions). Balaur chooses two siege weapons that he can see and directs them to make attacks against his choice of target. The siege weapons have advantage on this attack.
Description
Balaur was once a proud dragon. He soared over a vast woodland territory filled with a multitude of creatures that cowered before him. Then came the adventurers. For their wizard, it was not enough to just defeat a dragon. Balaur was captured alive and became the subject of this wizard's dark fascination.
Like many proud wizards before him, Balaur's captor became increasingly obsessed with expanding his knowledge. Eventually, this growing curiosity drove the wizard to madness, and he began to vivisect Balaur, prying arcane secrets from the dragon at the ends of cruel implements. Finally, the dragon snapped.
Though the wizard was dead and Balaur's belly full, the dragon was still imprisoned within the bowels of a remote tower. As luck would have it, this tower had long been coveted by a band of duergar marauders. Without the wizard's magic to protect it, these duergar finally captured the fortification, only to discover a dragon kept within.
Balaur had been stripped of all his scales by the time the duergar found him. His hide was scarred beyond all comprehension; he hardly looked like a dragon. The duergar could have killed him, but instead saw an opportunity--though it may have been Balaur that planted the seeds of this idea. The duergar offered to rehabilitate him, forge a new set of scales for him and in return, he would march with their army and bring down the walls of their enemies.
An alliance was formed, towns were plundered and thus the Sunless Horde were born. The dragon-backed duergar march with a deliberate pace; the drums that herald their arrival beat in sync with the almost mechanical steps of their weapon of war. The first sacked cities had enough time to send messages to allies beyond their borders, but the warnings were of little use. One by one, every settlement in the path of this growing army and their seemingly unstoppable siege weapon fell to its overwhelming might or surrendered before the mighty dragon bellowed their buildings into cinders.
The march continues, ever onward, the Horde's desire for more riches driving them to march a bit farther each day. Balaur understands his role, and is grateful for this second chance at life. But he tires of toppling capitals and crushing the weak. There's no challenge. No spark. No worthy warriors willing to stare him down and test his mettle (and, of course, his metal). As the Sunless Horde marches ever onward, perhaps this fact will change.
Hook.
Balaur is a credible threat to almost any kingdom or nation. In campaigns looking to blend armed conflict with the intrigues of national politics, Balaur unifies those styles. The party will likely be asked to assist one or more nations as they prepare for the coming conflict with the duergar force. Skirmishes with this advancing army will be frequent.
Perhaps the duergar are just beginning to assemble their armies. Should Balaur, the weapon that their clans have rallied behind, be slain, the cohesion among their ranks will crumble and they'll likely disband.
Maybe Balaur has already crippled a kingdom. With the first castle fallen, nearby rulers are in a panic.
Or, it could be that Balaur has begun to balk at the commands of his latest captors. He has already started to look for opportunities to regain his freedom.
However he is introduced, Balaur works exceptionally well in campaigns that involve the continual drama of war. It might only be a threat, at least at first, but a mighty dragon aiding the duergar presents the potential to reshape nations that are not strong or resourceful enough to stand against such a mighty enemy.
Encounter Conditions
On a battlefield amongst the Sunless Horde, an army of duergar.
Encounter
Balaur is not permitted to move without the Sunless Horde following. This force of duergar warriors also contains numerous arcanists and priests of dark gods. They soften up targets before Balaur wades into battle. It is his task to penetrate more fortified defenses, namely city or castle walls.
Confronting Balaur directly often requires raising an army to oppose the duergar that protect him. On the battlefield, the lower-ranking duergar take orders from Balaur, and he uses them to keep enemies at bay. He will eagerly send these troops against his foes, sometimes to the detriment of the greater conflict. These lives are little more than currency to spend to ensure his survival.
Tactics
Balaur does not fight without cause and never without a legion of duergar at his back. Before conflict has a chance to deplete their numbers, they are his most impressive attack. With a terrible roar, he can call down a rain of javelins and crossbow bolts. While his armor weighs him down enough to slow his flight, he remains quite agile on the ground. Should he need to retreat, he often uses his fiery breath to ignite obstacles and feels no remorse in allowing the duergar to stand in the way of his pursuers as well.
In extreme circumstances, Balaur might permit a duergar mage or warpriest to ride upon his back. Their spells complement his brutality and sometimes they assist him with healing or protection. Balaur's confidence in the durability of his armor is perhaps his only vulnerability. Taking away that advantage makes him much easier to vanquish.
Wealth for War
Balaur's only love is the din of battle. His treasure hoard is full of the implements with which creatures wage war. Such things require tremendous resources to create and maintain, as does the massive suit of adamantine armor he wears. His hoard therefore contains immense wealth--not just gold and jewels, but caches of iron ore and rare timber.
Lair and Lair Actions
canBalaur's lair is not a permanant structure. Instead, his lair is amid the Sunless Horde, an army of duergar that support him and keep him captive. Dozens of armed duergar and the cooks, blacksmiths, and servants that assist them follow Balaur like a shadow. Sometimes commanders give him orders and other times he makes requests of them.
Lair Actions
On initiative count 20 (losing initiative ties), Balaur takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Balaur chooses up to six allies or siege weapon that he can see within 100 feet of him. These targets can move up to their speed as a reaction.
- Balaur chooses one siege weapon he can see within 60 feet. That siege weapon can make an attack against an object as a reaction. If this attack hits, it deals an additional 20 points of damage.
- Balaur's presence grants advantage to any of its allies and siege weapons in the area for one round.
Regional Effects
Balaur's draconic presence amplifies the impact that the duergar army has upon the world, which often creates one or more of the following effects:
- Fires within 6 miles of the lair burn brighter and hotter than usual and give off a thick, black smoke that has a vaguely metallic scent.
- Creatures within 1 mile of the lair feel a lingering unease. Birds remain silent, horses spook and most of the common folk suffer from poor nights of sleep.
If Balaur dies, conditions of the area surrounding the lair return to normal over the course of 1d10 days.
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