Page 23 - Dragonix - DM Options Monster Talents v1.01
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Extra Legendary Action storm, power word stun
Type: Trait.
Prerequisite: Legendary Actions.
Legendary Actions
The balor can take 1 additional legendary action Type: Trait.
before the start of its next turn. The balor can
Talent Cost: 3 (Counts as 3 Talents).
retake this talent up to two additional times. The
additional legendary action stacks. The balor gains three legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
Frightful Presence another creature's turn. The balor regains spent
Type: Action. legendary actions at the start of its turn.
Each creature of the balor's choice that is within Attack. The balor makes a longsword or whip
120 feet of the balor and aware of it must succeed attack.
on a DC 20 Wisdom saving throw or become Teleport (Costs 2 Actions). The balor magically
frightened for 1 minute. A creature can repeat the teleports, along with any equipment it is wearing
saving throw at the end of each of its turns, ending or carrying, up to 120 feet to an unoccupied space
the effect on itself on a success. If a creature's it can see.
saving throw is successful or the effect ends for Infernal Blast Wave (Costs 3 Actions). Infernal
it, the creature is immune to the balor's Frightful fire erupts and surges from the balor, striking
Presence for the next 24 hours. creatures around it. Each creature within 20 feet
When the balor uses Multiattack, it can also use its of it must make a DC 20 Dexterity saving throw. On
Frightful Presence. a failed save, the target takes 24 (7d6) fire damage
and 24 (7d6) necrotic damage and catches fire.
On a successful save, the target takes half as much
Innate Spellcaster damage and doesn't catch fire.
Type: Trait.
The balor's spellcasting ability is Charisma (DC 20). Lightning and Fire
The balor can innately cast the following spells,
Type: Reaction.
requiring no material components:
At will (each): alter self, dispel magic Talent Cost: 2 (Counts as 2 Talents).
When a creature the balor can see hits the balor
with a melee attack and the creature is within 10
Innate Spellcaster II feet of the balor, the balor can use its reaction to
Type: Trait. add 6 to its AC. If it results in a miss, the balor was
Prerequisite: Innate Spellcaster. able to parry the attack with its longsword. The
balor can then immediately make one Whip attack
The balor can innately cast the following spells,
at the creature.
requiring no material components:
3/day (each): dominate person, telekinesis
Lightning Shock
Innate Spellcaster III Type: Trait.
If the balor's longsword attack roll against a target
Type: Trait.
Prerequisite: Innate Spellcaster II. succeeds by 5 or more, the target must make a DC
20 Constitution saving throw or be paralyzed until
The balor can innately cast the following spells, the end of the balor's next turn.
requiring no material components:
1/day (each): divine word, dominate monster, fire
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