Legendary Resistance (3/Day). If Ballas fails a saving throw, he can choose to succeed instead.
Innate Spellcasting. Ballas’s innate spellcasting ability is Charisma (spell save DC 19, to hit +11). He can innately cast the following spells, requiring no material components:
At will: Dancing Lights, Darkness, Faerie Fire, Eldritch Blast (three beams)
2/day each: Conjure Animals (5th level, four Giant Spiders), Web, Detect Thoughts, Silencing Counter
Special Equipment. Ballas uses the ancient greatsword Paracesis and the Visorak arm-cannon Shedu in battle.
Otherworldly Chitin. Ballas has advantage on saving throws against being charmed, and magic can’t put him to sleep. Additionally, he takes reduced damage from attacks equal to his proficiency bonus (5).
Spider Climb. Ballas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, Ballas has disadvantage on attack rolls, as well as on perception checks that rely on sight.
Visorak Sight. Ballas can see within natural and magical darkness.
Web Walker. Ballas ignores movement restrictions caused by webbing.
Web Sense. While in contact with a web, Ballas knows the exact location of any other creature in contact with the same web.
Multiattack. Ballas makes three attacks with the Paracesis or two attacks with the Shedu. He can replace one attack with a casting of Eldritch Blast.
Paracesis. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 2d6 + 7 slashing damage. Creatures damaged by this weapon cannot benefit from damage resistance or reduction until the end of their next turn.
Shedu. Ranged Weapon Attack: +10 to hit, reach 30 ft./120 ft., one creature. Hit: 1d6 + 5 lightning damage. Whether the attack hits or misses, the target and all creatures within 20 feet of it must make a DC 15 Dexterity saving throw or take 2d6 fire damage on a failure, and half as much on a success.
Eldritch Blast (Three beams). Ranged Spell Attack: +11 to hit, reach 120 ft., one creature. Hit: 1d10 force damage (per beam).
Narmer Veil. Ballas targets one humanoid he can see within 60 feet. If the target can see him, the target must succeed on a DC 19 Wisdom saving throw against this magic or be charmed by him. The charmed target regards Ballas as a trusted friend to be heeded and protected. Although the target isn't under his control, it takes this requests or actions in the most favorable way it can.
Each time Ballas or any other creature does anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. If the creature is at half of its total hit points or less, it makes the saving throw at an advantage. Otherwise, the effect lasts 24 hours or Ballas is slain, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Ballas can only charm one creature at a time in this way.
Ballas has three legendary actions that it can use at the end of another creature's turn. He can expend an action to take one of the following actions, and regains all actions at the start of his turn.
Skitter. Ballas moves up to his movement speed without provoking attacks of opportunity.
Rappel. Ballas throws a line of web up to 60 feet high into the ceiling and rapidly ascends it without provoking attacks of opportunity. He may then use another legendary action to descend on top of another creature within 60 feet and make an attack with the Paracesis against it.
Mark Target. Ballas commands his allies to attack a creature of his choosing within 60 feet of him. Attacks that his allies make against the target deal an additional 5 damage.
Subjugate (2 Actions). Ballas attempts to use Narmer Veil on a creature within range.
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