Gargantuan Monstrosity, Unaligned
Armor Class 17 (natural armor)
Hit Points 225 (15d12 + 75)
Speed 30 ft., Swim 30 ft., Fly 60 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws CON +11
Skills Perception +6
Condition Immunities Blinded, Charmed
Senses Darkvision 60 ft., Passive Perception 16
Languages Common, Draconic --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Hold Breath. The Balaur can hold its breath for 1 hour.

Multiple Heads. The Balaur has nine heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Whenever the Balaur takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.

Reactive Heads. For each head the Balaur has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the Balaur sleeps, at least one of its heads is awake.

Actions

Multiattack. The Balaur makes as many bite attacks and breath attacks as it has heads.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the Balaur’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Thunder Breath. The balaur exhales a pulse of low-pitched sound in a 60-foot cone. Each creature in that cone must make a DC 18 Constitution saving throw. On a failed save, the creature takes 12 (3d6) thunder damage on a failed save taking half damage

Description

The balaur is often associated with the weather, and is alternatively called  a weather demon. When two balauri meet and fight in the air, there ensues various meteorological damages such as uprooting of trees, or objects being tossed about.The balaur uses the rainbow as its path and sucks moisture from any spot in order to cause rain.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the balaur takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • A huge storm forms and thunder sounds as lighting strikes the ground. The target must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lighting damage 
  • A mist of rain swirls about in a 20-foot-radius sphere centered on a point the balaur can see within 120 feet of it. The mist spreads around corners making the terrain dangerous.

Regional Effects

The region containing a legendary blue dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Thunderstorms rage within 6 miles of the lair.
  • High winds ravage the surrounding area.
  • the area experiences rain like a monsoon

If the dragon dies, the storms disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are.

Habitat: Mountain

Jkboyles92

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