Kryx RPGThemesCreatures
Balhannoth

Balhannoth

Large aberration
Challenge
11

STR
3
DEX
0
CON
4
INT
−2
WIS
2
CHA
−1

114
12d10+48
21
Soak
3
Fort
+8
Ref
+3
Will
+2
Defense note natural armor
Condition immunities blinded

Speed 5 m., climb 7 m.
Skills Insight +2 (13), Occult +2 (13), Perception +6 (17)
Senses blindsight 150 m. (blind beyond this radius)
Languages understands Aklo, telepathy 2 kilometers

Legendary Resistance (2/day). If the balhannoth fails a saving throw, it can choose to succeed instead.

Maneuvers. The balhannoth uses maneuvers (maneuver save DC 15). It has 16 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: disorient, distract, feint, sand in the eyes, spring attack

2 stamina dice: feigned opening, misdirection

Spellcasting. The balhannoth uses Occult (Wis) to cast spells (spell save DC 14, +6 to hit with spell attacks). It has 5 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will, 14th-level spellcaster): blind spot, manipulate sound, minor illusion, thaumaturgy

1 mana: blur, control sound, deceive, disguise, false sensory input, illusory script, image, invisibility, magic mouth, mirror image, misdirection, pass without trace, phantom steed, silence

2 mana: dark delirium, dream, hypnotic pattern, illusory dragon, magic aura, phantasmal force

Actions (3)

Bite (1/turn). Melee Weapon Attack: +7 to hit, reach 1 m. Hit: 25 (4d10 + 3) piercing damage.

Tentacle (2/turn). Melee Weapon Attack: +7 to hit, reach 2 m. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is pulled up to 1 meter toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can’t use this tentacle against other targets. The balhannoth has four tentacles.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The balhannoth regains spent legendary actions at the start of its turn.

Bite Attack. The balhannoth makes one bite attack against one creature it has grappled.

Teleport. The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 10 meters to an unoccupied space it can see.

Vanish. The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll.

Lair Actions

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

  • The balhannoth warps reality around it in an area up to 200 meters square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind the balhannoth has read (see Regional Effects below). The transformation affects nonliving material only and can’t create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or uses this lair action again.

  • The balhannoth targets one creature within 200 meters of it. The target must succeed on a DC 14 Will saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth’s choice within 10 meters of it.

  • The balhannoth targets one creature within 200 meters of it. The target must succeed on a DC 14 Will saving throw or the balhannoth becomes invisible to that creature for 1 minute. This effect ends if the balhannoth attacks the target.

Regional Effects

The region containing the balhannoth's lair is warped by the balhannoth’s magic, which creates one or more of the following effects:

  • Creatures within 2 kilometers of the balhannoth’s lair experience a sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to the balhannoth’s lair.

  • The balhannoth can sense the strongest desires of any humanoid within 2 kilometers of it and learns whether those desires involve a place: a safe location to rest, a temple, home, or somewhere else.

If the balhannoth dies, these effects end immediately.

Coastal, Mountain, Underdarkmtof

Maneuvers

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

As an action, you can make a weapon attack in an attempt to distract the creature, giving your allies an opening. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, make a Deception check opposed by the creature’s passive Insight or the next attack roll against it by an attacker other than you has advantage if the attack is made before the start of your next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attack rolls against the creature by an attacker other than you to have advantage.

As an action, you can make a melee weapon attack along with a deceptive or pretended blow, thrust, or other movement. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, make a Deception check opposed by the creature’s passive Insight or you have advantage on your next melee weapon attack roll against that creature before the end of your next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to have advantage on all attack rolls against the creature if the attack is made before the start of your next turn.

As an action, you can make a weapon attack and throw sand into the eyes of a creature that you can touch or see within 2 meters. You must have sand in your hand to throw. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be blinded for 1 minute/stamina die. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when a creature makes an opportunity attack against you, you position yourself to force your opponent off balance.

If the enemy’s attack misses, you can make one melee weapon attack against the creature.

If the enemy’s attack hits, one ally within 1 meter of the enemy can make one melee weapon attack against the creature.

You must use this maneuver before the enemy’s roll is revealed.

Enhance

If you or your ally hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a reaction, which you use when a creature that you can see within 2 meters of you makes an attack roll against you, you can try to redirect the attack, provided that another creature is within 1 meter of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1 meter of you and within the attack’s range, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses.