Kryx RPGThemesMonsters

Balhannoth

Large aberration
Challenge
11 (7,200 XP)

STR
3
DEX
−1
CON
4
INT
−2
WIS
2
CHA
−1

114
12d10+48
17
Soak
3
Fort
+8
Ref
+1
Will
+0
Defense note natural armor
Condition immunities blinded

Speed 7.5 m., climb 7.5 m.
Senses blindsight 150 m. (blind beyond this radius), passive Perception 16
Skills Occult +2, Perception +6
Languages understands Aklo, telepathy 1.6 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, and knows the following maneuvers:

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

2 stamina dice: feigned opening, misdirection

3 stamina dice: knockout

Spellcasting. The balhannoth is a 14th-level spellcaster. Its spellcasting ability is Wisdom (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, and knows the following spells:

Cantrips (at will): blind spot, manipulate sound, minor illusion

1 mana: blessing of the deceiver, control sound, deceiver, disguise, false sensory input, illusory script, image, invisibility, magic mouth, phantom steed, silence

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

Actions

Multiattack. The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 25 (4d10 + 3) piercing damage.

Tentacle. Melee Weapon Attack: +7 to hit, reach 3 m. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 1.5 meters 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

The balhannoth can take 3 legendary actions, choosing from the options below. 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 18 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.

Coastal, Mountain, Underdarkmtof