Medium Humanoid, Lawful Evil
Armor Class 17 Studded Leather
Hit Points 120 (12d10 + 60)
Speed 40 ft.
STR
12 (+1)
DEX
20 (+5)
CON
20 (+5)
INT
10 (+0)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +8, INT +3
Skills Acrobatics +7, Athletics +2, Insight +6, Intimidation +7
Condition Immunities Incapacitated
Senses Blindsight - 10ft, Passive Perception 12
Languages Common, Dwarvish, Elvish
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Paranoid Criminal. Balthazar is always looking over his shoulder, keeping an eye on whoever might stab him in the back. While conscious, Balthazar cannot be surprised. 

Actions

Multiattack. Balthazar makes 2 attacks with his spear or with his pistol.

Bloodfire Spear. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 9 (1d6 + 6) piercing damage. Before attacking with this weapon roll on the Bloodfire Spear Effect table. 

Laser Pistol. Ranged Weapon Attack: +7 to hit, range 40/120 ft., one target. Hit: 11 (2d6 + 5) fire damage. On a roll of 5 or lower the pistol jams and cannot be used again on that turn or on a subsequent turn if it is not unjammed. On a natural 1 the pistol breaks beyond repair. 

Bonus Actions

Fast Feet. Balthazar can use a bonus action to add half his movement speed for that turn.

Fast Hands. Balthazar can use a bonus action to unjam his Laser Pistol

Reactions

Trained Defense. When attacked, Balthazar can spend 1 legendary action to impose disadvantage on all attacks made against him until the start of his next turn. 

Legendary Actions

Balthazar 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. Balthazar regains spent legendary actions at the start of its turn.

Combat Proficient. Balthazar moves up to half his movement speed and makes a single melee attack on a creature in range. This movement does not provoke opportunity attacks. 

Meat Shield (Costs 2 Actions). Balthazar lets out a high pitched whistle, calling in reinforcements. Two bandits are summoned at two areas of Balthazar's 

Description

Balthazar Veyron is a rugged, imposing figure in his early 40s with a weathered face that tells of a life spent in the shadows. His sharp green eyes glint with a mix of cunning and confidence, and his dark hair is streaked with silver, often tied back into a loose ponytail. He wears dark leather armor with reinforced shoulders, accented with solarpunk elements such as a bioluminescent sash and small tech enhancements woven into his garments for functionality. A faint glow from a solar cell embedded in his breastplate powers a small tactical display on his wrist, which he uses to keep track of his various dealings and assets.

Lair and Lair Actions

Lair Actions

Balthazar has planned ahead for every step and has rigged his base to be nothing but a hazard to intruders. On initiative count 20 Balthazar takes a lair action to cause one of the following effects. Roll a d6 and use the following result:

  • On a 1-2 Balthazar releases a trapped door beneath the feet of one of his enemies. A creature of his choice must make a DC 15 Dexterity saving throw or fall 10 feet into a pit, taking 1d10 bludgeoning damage on impact. Creatures caught in the pit may use their action to climb out. 
  • On a 3-4 Balthazar activates a wall of arrows to shoot out. If not behind full cover make a DC 17 Dexterity saving throw, half cover gives advantage on the roll. On a failure a creature takes 2d6 piercing damage, or half as much on a successful save. 
  • On a 5-6 Balthazar cuts a cable supporting smuggled product hanging from the ceiling which lands in two spaces of his choosing. Creatures in these spaces must make a DC 15 Dexterity saving throw or take 3d4 bludgeoning damage and be knocked prone. 
starstriker_17

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