Death Throes. When the baby balrog dies, it explodes, and each creature within 20 feet of it must make a DC 15 Dexterity saving throw, taking (4d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the baby balrog's weapons.
Fire Aura. At the start of each of the baby balrog's turns, each creature within 5 feet of it takes (1d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the baby balrog or hits it with a melee attack while within 5 feet of it takes (1d6) fire damage.
Magic Weapons. The baby balrog's weapon attacks are magical.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d12 + 5) slashing damage plus (3d8) fire damage. If the baby balrog scores a critical hit, it rolls damage dice three times, instead of twice.
Whip. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: (1d4 + 4) slashing damage plus (2d6) fire damage, and the target must succeed on a DC 15 Strength saving throw or be pulled up to 10 feet toward the baby balrog.
Summon Weapons. The baby balrog can magically summon it's weapons, using an action to do so.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/2/2019 10:52:56 PM
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12
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2
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1
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Coming Soon
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