- 11 (7,200 XP)
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:
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:
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.
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.