Gargantuan Dragon, Lawful Evil
Armor Class 24 (adamantine plate armor)
Hit Points 507 (26d20 + 234)
Speed 40 ft., Fly 40 ft. (fly 30 ft. with adamantine armor)
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
15 (+2)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +7, CON +16, WIS +11, CHA +13
Skills Athletics +17, Perception +11, Stealth +7
Condition Immunities Charmed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Abyssal, Common, Draconic, Infernal Abyssal, Common, Draconic, Infernal
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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 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 of be knocked prone. If the target is prone, Balaur can make a bite attack against it as a bonus action.

Siege Monster. Balaur deals double damage to objects and structures.

 

Actions

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 creature 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 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 it's 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 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) fire 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.

Legendary Actions

Balaur can take three legendary actions, choosing from the options below. Only one legendary action option can be used only at the end of another the end of another creature's turn. Balaur regains spent legendary actions at the end of another creature's turn. Balaur regains spend 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 the attack.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and 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 weapons 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 additional 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.

 

Not my OC. Just converted stats from the stats from The Game Master's Book of Legendary Dragons from Media Lab Books.

DallasG

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