| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +17 |
| DEX | 11 | +0 | +7 |
| CON | 27 | +8 | +15 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 18 | +4 | +11 |
| CHA | 20 | +5 | +5 |
Air Breather. The Balewal breathes air and can hold its breath outside its lair for up to 6 hours or for years at a time when it is in its slumber state inside its lair (often times subterranean air sources exist in a balewal's lair).
Legendary Resistance (3/Day). If the Balewal fails a saving throw, it can choose to succeed instead.
Siege Monster. The Balewal deals double damage to objects and structures.
Multiattack. The Balewal makes one bite attack against up to 6 targets within a 20ft radius and uses Swallow, and one tail attack and uses Fling, Slap, or Tidal Wave.
Bite. Melee Attack Roll: +17, reach 20 ft. Hit: 24 (5d8 + 10) Bludgeoning damage. The targets have the Grappled condition (escape DC 20), and it has the Restrained condition until the grapple ends.
Slap. Melee Attack Roll: +17, reach 20 ft. Hit: 24 (5d6 + 10) Bludgeoning damage.
Fling. The balewal throws a Large or smaller creature Grappled by it with its tail to a space it can see within 60 feet of itself that isn’t in the air. Dexterity Saving Throw: DC 20, the creature thrown and each creature in the destination space. Failure: 16 (4d6) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only.
Tidal Wave. Dexterity Saving Throw: DC 20, using its tail, the balewal can crate a tidal wave 120ft range, 30ft long 10ft high. Dex Save DC 23 Failure: 22 (4d8) Bludgeoning damage and be knocked prone. Success: Half damage.
Swallow. Dexterity Saving Throw: DC 25, up to six creatures Grappled by the balewal. If the target is Large or smaller, it is swallowed and no longer Grappled. A swallowed creature is imprisoned in the belly of the balewal has Total Cover against attacks and other effects outside the balewal, and faces drowning or further attack by parasitic Baleworms inside. (See Monster Characteristics Description)
If the balewal takes 60 damage or more on a single turn from a creature inside it, the balewal must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the balewal with the Prone condition. If the balewal dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 25 feet of movement, exiting Prone.
Legendary Action Uses: 3. Immediately after another creature’s turn, the balewal can expend a use to take one of the following actions. The balewal regains all expended uses at the start of each of its turns.
Magic Dead Zone. The Balewal can dispel magic and magical effects within a 50ft radius.
Lash and Roll. The Balewal may roll and use one of its large flippers or spine like appendages to slash and bludgeon the creature. Melee Attack Roll: +17, reach 10 ft. Hit: 17 (2d6 + 10) Bludgeoning damage.
Description
Ancient guardians deployed by the gods, balewals slumber in the deepest oceanic abysses, awaiting their time they are called upon to protect or destroy. These massive, whale-like titans deploy overwhelming physical might to defeat their foes. Their powerful jaws and massive tusks shatter ships and topple spires, and they use their resistance to magic to prevent their opponents from escape.
Balewals usually have little interest in mortal affairs. These leviathans were created by the gods to wage war in ages long forgotten. Since that era, most balewals have vanished beneath the waves to slumber until the gods call on them again. Some balewals serve divine masters still, protecting deep sea treasures or entire oceans. Others have forsaken their divine creators and pursue their own agendas, manipulating forces beneath the sea and beyond.
Balewals rarely appear on the surface, but when they do, they herald times of change and doom. When roused to action, these titans defend whole continents, attack coastal cities or whole armadas. Balewals' onslaughts persist until their wrath is sated, their divine patrons are appeased. Roll on or choose a result from the Balewal Attacks table to inspire what ruin a balewal might unleash.
Swallowed creatures may survive inside a balewal's cavernous stomach for some time. But without fresh food and water, creatures will face 1 level of exhaustion every 24 hours and for every 5 minutes of direct exposure to the acidic solution: Constitution Saving Throw: DC 18 Failure: 11 (5d4) on a failure or half damage on success . Additionally, the inside of the balewal's belly is infested with Baleworms. These small beasts survive in the brackish mix of water and acid and help to digest organic matter for the balewal. (use modified Slaad tadpole stat block +acid immunity) or Sahuagin Hatchling Swarm for group attacks). Inside the belly of the balewal, creatures may find detritus from slowly deteriorating ship hulls or structures as well as other creatures who may be able to survive.
| 1d6 | The Enraged Balewal … |
|---|---|
| 1 | Abducts the vessel of a leader or another important community member. |
| 2 | Attacks a community from below using flooded ruins, hidden aquifers, or sewers. |
| 3 | Breaks a lighthouse or seaside tower, carrying it and the occupants to a secret island. |
| 4 | Imprisons ships and crews inside its cavernous belly. |
| 5 | Dams a river or cuts off a city’s sea access. |
| 6 | Devours all sea life near a fishing community, threatening it with ruin. |
Lair and Lair Actions
Balewal Lairs
Balewal lairs tend to be sunken caverns or primeval places of divine power. They might lie deep beneath bodies of fresh or salt water, and they often connect to geothermal activity where pockets of air may be trapped providing an endless source of oxygen.
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