| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 18 | +4 | +6 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 7 | −2 | −2 |
| WIS | 14 | +2 | +2 |
| CHA | 12 | +1 | +1 |
Keen Smell. The Balam has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the Balam moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the Balam can make one bite attack against it as a bonus action.
Standing Leap. The Balam's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Jungle Camouflage. The Balam has advantage on (Dexterity Stealth) checks to hide and remain hidden while in jungle terrain.
Actions
Multiattack. The Balam makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.
Hypnotic Flare (Recharge 5–6). The Balam flares its hood and hisses rhythmically. Each creature within 30 feet of it that can see the Balam must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the Balam's next turn. While frightened this way, a creature's speed is 0. If the Balam was hidden before using this ability, the targets have disadvantage on the saving throw.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Balam is a terrifying apex predator, blending the explosive sprinting power of a leopard with the hypnotic, venomous lethality of a king cobra. It stands upright on powerful, feline legs, its torso covered in a mix of sleek spotted fur and shimmering obsidian scales. When threatened or hunting, it flares a massive, colorful hood that displays "eye spots" designed to paralyze its prey with fear.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
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 [monster name] dies, these effects fade over the course of #d# days.
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