Large Monstrosity, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 136 (16d10 + 48)
Speed 40 ft.
STR
21 (+5)
DEX
18 (+4)
CON
17 (+3)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +8
Skills Perception +4
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 14
Languages Giant
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Three Heads. Balachko has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. The Balachko can sleep with only some of its heads, always leaving at least one awake at a time.

Elemental Exhaustion. (2/Day) When the Balachko has used each of its breath weapons once, it gains the Stunned Condition for one turn as a wave of lethargy sweeps over it. It also becomes vulnerable to all damage types except fire and cold for the duration of the effect. After its turn of Lethargy, its immunities and resistance are reset, and it regains one charge each of its cold breath, and flaming mucus attacks. After it's third use, it can no longer recharge this ability until it takes a long rest.

Undying Fury. (1/Day) When Balachko is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead.

Actions

Cold Breath. The Balachko exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. Any creature that has failed the save has disadvantage on its next attack, and its speed is halved as icy frost covers its surface until the end of its turn.

Flaming Mucus. Range, 30ft - 60ft. The Balachko spits a large globule of adhesive slime which ignites once exposed to air and lands in a 10ft radius with an explosive gust of flame, splattering all in its radius with flaming slime. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one from the initial blast. At the start of each affected creature's turn, they take an additional 1d6 fire damage as the mucus continues to burn. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Multiattack. The Balachko may make two attacks with its Giant club, or use one of its attacks to use its cold breath or flaming mucus breath attacks.

Giant Spiked Club. Melee Weapon Attack: +7 reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and 7 (2d6) piercing damage.

Legendary Actions

The Balachko can take 2 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. The Balachko regains spent legendary actions at the start of its turn.

Legendary Resistance (2/Day) If you fail a saving throw, you can choose to succeed instead. Once you use this feature, you can’t use it again until you finish a long rest.

Movement. (1 action) The Balachko may use one of its legendary actions to move at its full movement speed without taking opportunity attacks.

Stomp. (1 action) The Balacho may stomp heavily causing a tremor to riverbeat through the earth surrounding it. Any creature within 10ft of the Balacho must make a DC 15 Dexterity Saving Throw or fall prone.

Mighty Swing. (2 Actions)  The Balachko may forfeit all of its movement and use a full attack action to swing its club widely, covering a 15ft wide arc in front of it. It makes an attack action with its Spiked Club, and all creatures in that arc must succeed on a DC 15 dexterity saving throw or be thrown 15ft backward, taking the normal hit damage, as well as an additional 2d6 bludgeoning damage upon landing, and falling prone. On a successful save, the target takes half damage from the hit, and is not thrown, nor falls prone.

 

Habitat: ArcticHillMountain

chefsammul

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