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.