Gargantuan Dragon (Chromatic), Lawful Evil
Armor Class 21 (natural armor)
Hit Points 255 (30d20 - 60)
Speed 30 ft., Climb 30 ft., Fly 50 ft., Swim 30 ft.
STR
28 (+9)
DEX
8 (-1)
CON
6 (-2)
INT
21 (+5)
WIS
20 (+5)
CHA
26 (+8)
Saving Throws DEX +5, CON +4, WIS +11, CHA +14
Skills Perception +16, Stealth +7
Damage Resistances Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Fire
Condition Immunities Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 30 ft., Passive Perception 26
Languages Common, Draconic, Gnoll
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If Balagos fails a saving throw, he can choose to succeed instead.

Dragonsbane. If Balagos is subjected to a breath weapon from a dragon, dragonborn or magic item, he rolls his saving throw with advantage, taking no damage if he succeeds on the saving throw, and only half damage if he fails.

Actions

Multiattack. Balagos 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: 20 (2d10 + 9) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of Balagos' choice that is within 120 feet of him and aware of his presence must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. Dragons make this saving throw with disadvantage. 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 the dragon's Frightful Presence for the next 24 hours.

Blue Fire Breath (Recharge 5–6). Balagos exhales brightly-colored fire in a 150-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 104 (16d12) fire damage on a failed save, or half as much damage on a successful one. This breath weapon ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.

Spellcasting. Balagos casts one of the following spells, using Charisma as his spellcasting ability (spell save DC 25):

At will: detect magic, light, mending, prestidigitation

2/day each: fireball, wall of fire, dispel magic, meteor swarm, find the path

1/day each: feeblemind, mind blank, delayed blast fireball, meteor swarm, antimagic field

Reactions

Spellcasting. Balagos casts one of the following spells, using Charisma as his spellcasting ability (spell save DC 25):

2/day each: shield, counterspell, hellish rebuke

Legendary Actions

Balagos can take 3 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. He regains spent legendary actions at the start of its turn.

Detect. Balagos makes a Wisdom (Perception) check.

Tail Attack. Balagos makes a tail attack.

Choking Claw. Balagos conjures a spectral, taloned claw and makes a Claw attack against a target he can see within 120 ft. It deals magical slashing damage. Balagos can instead use the claw to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, pour the contents out of a vial, or carry up to 500 pounds.

Wing Attack (Costs 2 Actions). Balagos beats his wings. Each creature within 15 feet of him must succeed on a DC 25 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. Balagos can then fly up to his flying speed.

Mithral Chain of Woe (Costs 2 Actions). Balagos conjures up magical bindings that surround up to three creatures he can see within 120 ft. of him, which must succeed on a DC 25 Dexterity saving throw or become restrained until his concentration ends (as if concentrating on a spell). An airborne creature makes this saving throw at disadvantage, and if it fails, safely descends at 60 feet per round until it reaches the ground or Balagos' concentration ends. If a creature makes a melee weapon attack against the bindings, they take 14 (4d6) lightning damage. 

 

Description

The epitome of necessary evil, Balagos is notorious among the people of Amn as the 'alpha dragon' who keeps others of his kind at bay. Proudly he soars the skis of the Merchant's Domain, keen to drop in at any time and moment to interact with - or more accurately, intimidate and frighten - its inhabitants. Due to the sheer freedom he feels, and his desire to prevent any of his potential enemies from discerning a routine from him, Balagos varies his activities on a daily basis.

Countless mercenary companies, adventuring parties and rival dragons have fallen before 'the Flying Flame' over the centuries in failed attempts to claim one of many lairs and hoards. However, he is certainly not above massacring villages and duchies that either offend him or fail to pay tribute, and the dragon's own violence is not the worst feature of his scorn; Amnian legends and eyewitness accounts claim with that most settlements that Balagos razes to the ground soon become hunting grounds for Gnolls, who refer to him in their tongue as 'Ulla Bahor'. Indeed, it is likely that these scavenging monstrosities follow the dragon's path through the sky on his flights, seemingly knowing that many weakened and vulnerable humanoids and animals are left in his destructive take, ripe for the picking.

However, Balagos isn't flawless in his modus operandi. He refuses to acknowledge any master greater than he, and so could never bring himself to consider dracolichdom from the likes of the Cult of the Dragon. Having yet to discover a means to prolong his longevity, he is gradually declining in health over the centuries, and deeper down, grows concerned over his ability to hold his 'rule' over Amn. Despite this, he has mastered multiple techniques and powers over the ages that grant him an edge over his most favored enemy - other dragons.

His eyes have been on Athkatla for centuries; its vast wealth could no doubt bolster his hoard and his power, and he continues his watch over the City of Coin for any potential drops in its guard.

Lair and Lair Actions

The Flying Flame's "Lair"

The chief place where Balagos rests and stores most of his hoard lies in the infamous Smokespire, a long-dormant volcano stationed in the western portion of the Troll Mountains. However, so prevalent is the influence of Balagos - both political and magical - that he can use his Lair Actions anywhere in Amn.

Lair Actions

On initiative count 20 (losing initiative ties), Balagos takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  • Magma erupts from a point on the ground Balagos can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around Balagos. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point Balagos can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated

Previous Versions

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