Gargantuan Dragon, Lawful Evil
Armor Class 24 Admintite
Hit Points 507 (507d20 + 234)
Speed 40 ft., Fly 40 ft. {30feet with armor)
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
15 (+2)
WIS
18 (+4)
CHA
22 (+6)
Skills Perception +18, Stealth +7
Damage Immunities Fire
Condition Immunities Charmed
Senses Blindsight sixty feet, Darkvision 120ft, Passive Perception 28
Languages Abyssal, Common, Draconic, Infernal Draconic Abyssal Common Infernal
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Adamantine Armor. Balaur wears a suit of Adamantine Armor that provides resistance to damage from any attack and grants advantage on saving throws against spells. The armor has a damage threshold of 15, and is immune to fire poison and psychic damage.

While wearing the armor Balaur's flying speed is reduced to 30 feet, and he must end his movement on a solid surface or fall.

Siege Monster: Baluar deals double damage to objects and Structures. 

 

Actions

Pounce If Balaur moves at least 20 feet in a straight line towards a creature then hits it with a claw attack on the same turn, that target must succeed. a DC 15 DEX saving throw or be knocked prone. If the target is prone, Balaur can make one bite attack against the creature as a bonus action.

Multi Attack. Balaur can use his Frightful Presence. He then makes three attacks: one with his bite two with his claws.

Bite: Melee Weapon Attack: +17 to hit, reach 15 feet., one target upon hit roll 2d10 +10 piercing damage, plus 13 3d8 fire damage.

Claw. Melee Weapon Attack:+17 to hit, reach ten feet., one target. Hit: 2d6 +10 slashing damage.

Battle Roar. Any allied creatures that can see and hear Balaur can use their reaction to make a weapon attack. Each creature within sixty feet of Balaur must make a DC 20 Constitution Saving throw or become deafened until the end of their next turn.

Frightful Presence (Recharge every six rounds)

Each Creature of Balaur's choice that is within 120ft of him and is aware of him must succeed on a DC 21 Wisdom saving throw or become frightened for one minute. A creature can repeat this throw at the end of each of its turns, ending the effect on itself on a success. If a creature saving throw is successful or the effects end for it, the creature is now immune to the presence for twenty-four hours.

Burning Breath {Recharge 5-6} Balaur exhales fire in a 90 foot cone. Each creature in that area must make a dc 24 dexterity saving throw, taking  91 (26d6) fire damage on a failed save, or half as much damage on a successful one. Objects in the area take full damage, and flammable objects that are being worn or carried are ignited.

 

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Legendary Resistance: If Balaur Fails a saving throw, he can choose to succeed instead.

Balaur can take three legendary actions choosing from the list below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Balaur regains spent legendary actions at the start of his turn.

Detect. Balaur makes a Wisdom {Perception} check

Overrun (2actions) Balaur moves up to his speed. During this movement, he can move through the spaces of any Large or smaller creatures. When he moves through a space occupied by a creature, that creature must make a DC 22 Strength saving throw or be knocked prone.

Seige Support {2actions}. Balaur chooses two siege weapons that he can see and directs them to make attacks against his choice of target. The siege weapons have an advantage in this attack.

 

 

Description

Enter a general description for your monster here.

Lair and Lair Actions

Balaurs lair is not a permanent structure rather the Sunless horde itself that he travels with that support and keeps him alive.

Lair Actions

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

  • Balaur chooses up to six allies or siege weapons that he can see within 100 feet of him. These targets can move up to their speed as a reaction.
  • Balaur chooses one siege weapon he can see within sixty feet. That siege weapon can make an attack against an object as a reaction. If this attack hits, it deals with and an additional twenty points of damage.

Regional Effects

The region containing a legendary Balaur lair is Druegar army, which creates one or more of the following effects:

  • Fires within six miles of the lair burn brighter and hotter than usual and give off a thick, black smoke that has a vaguely metallic scent.
  • Creatures within one mile of the lair feel a lingering unease birgs remain silent, horses spook, and most of the common folk suffer from nights of poor sleep.

If Balaur dies, conditions of the area reset to normal after 1d10 days.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Cult of the Dragon

SelkharEnspawn

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