Huge Aberration
AC 17 Natural Armor    Initiative −2 (8)
HP 310 (3d12)
Speed 30 ft.
Mod Save
STR 17 +3 +3
DEX 5 −3 −3
CON 15 +2 +2
Mod Save
INT 4 −3 −3
WIS 14 +2 +2
CHA 18 +4 +4
Skills Medicine +3
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Ranged Attacks
Immunities Acid, Lightning; Blinded, Frightened, Paralyzed, Poisoned, Stunned, Unconscious
Senses Blindsight Can see without light, Tremorsense Can sense you once you enter it's lair.; Passive Perception 20
Languages Telepathy Can Speak to anyone with in a 100 feet from it.
CR 20 (XP 25,000, or 10,000 in lair; PB +6)
Traits

Blue Veins. touching into the veins on the Balahorror Queen will make you do a Charisma Saving throw failing will make you fearful until the queens next turn

Balahorror Royal. If there are still Balahorrors inside the lair then all remaining Balahorrors will converge to the queen

 

Actions

Multi-attack. Can use any of the attacks below twice.

Leg Stab. Melee Attack Roll: +2 to hit, reach 10 ft., 1 target. Hit: 2 (2d10 + 3) [Piercing/Stabbing] damage

Pincer Slash. Melee Attack Roll: +3 to hit, reach 5 ft., 2 target. Hit: 2 (2d10 + 3) [Slashing] Damage

Large Acid Spit. Ranged Attack Roll: +3 to hit, range 30/120 ft., 4 target. Hit: 3 (1d6 + 3) [Acidic] damage.

Bonus Actions

Summoning Screech. Summons 2 Balahorrors to her side

Shrieking Skulls. Multiple Screaming skull come out of the mouth of the queen and all those who look must make a Charisma Saving throw

Legendary Actions

Has 1 legendary action while within it's lair.

Toxic Demise (Costs 1 Actions). Once the Balahorror Queen is almost dead it will attempt to explode into a toxic mess if not killed within three rounds, it can still attack while doing this but can't use it's large acid spit during this point.

Description

Huge upward facing worm with jaws able to break rock near the middle is where all the veins converge with two long pincer that can extend to shred it's opponents the queens are among the most dangerous of the hive and are often not seen given they never leave the nest under any circumstance and usually die within the nest they build like ants the queen is the one that creates all the Balahorrors in the hive . 

Lair and Lair Actions

Like a large underground cavern system like ant nests

Lair Actions

On initiative count 1 (losing initiative ties), the [Balahorror Queen] takes a lair action to cause one of the following effects; the [Balahorror Queen] can’t use the same effect two rounds in a row:

  • Holes appear limiting movement.
  • Acid Puddles cause 1d4 Acidic Damage if stepped on.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [Balahorror Queen] dies, these effects fade over the course of 2d6 days.

Previous Versions

Name Date Modified Views Adds Version Actions
12/19/2025 12:19:42 PM
0
1
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Coming Soon
1/5/2026 1:10:29 PM
1
1
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Coming Soon

Habitat: Underdark

Fireballuser3535

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