Balhannoth

Large aberration, chaotic evil

Armor Class

17 (natural armor)

Hit Points

114 (12d10 + 48)

Speed

25 ft., climb 25 ft.

STR

17 (+3)

DEX

8 (-1)

CON

18 (+4)

INT

6 (-2)

WIS

15 (+2)

CHA

8 (-1)

Condition Immunities

blinded

Senses

blindsight 500 ft. (blind beyond this radius), passive Perception 16

Saving Throws

Con +8

Skills

Perception +6

Languages

understands Deep Speech, telepathy 1 mile

Challenge

11 (7200 XP)

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

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 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage.

Tentacle Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet 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 action 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 60 feet 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.

large
aberration
cr11
mordenkainens-tome-of-foes
(p. 119)