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Balakmar

Huge Young-Adult Red Dragon, Any Evil

Armor Class 17 (natural armor)
Hit Points 156 (12d12 + 72)
Speed: 40 ft Fly: 80 ft Climb: 40 ft

STR

24
( +7 )

DEX

10
( +0 )

CON

22
( +6 )

INT

16
( +3 )

WIS

14
( +2 )

CHA

17
( +3 )

Saving Throws DEX +6, CON +9, WIS +5, CHA +7
Skills Perception +9, Stealth +6
Damage Immunities Fire
Condition Immunities Poisoned, Charmed
Senses Blindsight 60 ft, Darkvision 120 ft, Passive Perception 20
Languages Common, Draconic
Proficiency Bonus +4

Draconic Polymorph. At will Balakmar may turn into his elf form (Well muscled Elf with suit and tie) and vise versa back into his dragon form (while in elf form they loose all special abilites except this feature).

Actions

Multiattack. Balakmar can use its Frightful Presence. He then makes three attacks: one with his bite and two with his claws.   Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) fire damage.   Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.   Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.   Frightful Presence. Each creature of Balakmar’s choice that is within 120 feet of Balakmar and aware of him must succeed on a DC 15 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 Balakmar’s Frightful Presence for the next 24 hours.   Fire Breath (Recharge 5–6). Balakmar exhales fire in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 40 (8d8) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Balakmar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Balakmar regains spent legendary actions at the start of its turn.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). Balakmar beats his wings. Each creature within 10 feet of Balakmar must succeed on a DC 18 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. Balakmar can then fly up to half its flying speed.


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