Huge beast, chaotic evil
Armor Class: 15 (natural armor)
Hit Points: 135 (18d10 + 36)
Speed: 40 ft., burrow 20 ft., fly 20 ft. (Deep Dweller only)
STR: 21 (+5)
DEX: 14 (+2)
CON: 15 (+2)
INT: 4 (-3)
WIS: 12 (+1)
CHA: 6 (-2)
Saving Throws: DEX +5, CON +4
Damage Resistances: Bludgeoning, Piercing, Slashing (from armor-like scales)
Damage Immunities: Poison, Psychic (Deep Dweller variant)
Condition Immunities: Poisoned
Senses: Darkvision 60 ft., tremorsense 30 ft., keen smell; passive Perception 11
Languages: Understands Common but cannot speak
Challenge: 9 (5,000 XP)
Proficiency Bonus: +4
Special Abilities:
- Armor of Scales: The Balimanda’s scales act as natural armor, granting it AC 15.
- Venomous Sting (Scorpion Tail): The tail can make a piercing attack that deals 15 (3d8 + 2) piercing damage plus 7 (2d6) poison damage. The poison causes the target to take a -2 penalty on attack rolls and ability checks for 1 minute (DC 15 Constitution save negates).
- Spike Pincers: The pincers have small spikes inside that do an additional 8 (1d8 + 4) piercing damage on a hit.
- Deep Dweller’s Acid Spray (Deep Dweller only): The Deep Dweller variant can spew acid in a 15-foot cone (DC 17 Dexterity save). On a failed save, targets take 27 (6d8) acid damage and are blinded for 1 round. The acid can also clear sands, creating difficult terrain in a 10-foot radius centered on the blast for 1 minute.
- Eyes of the Deep (Deep Dweller only): The Deep Dweller has 6 eyes, granting it advantage on Wisdom (Perception) checks relying on sight, and darkvision 120 ft.
- Sand Walker (Subsurface variant): The Subsurface Balimanda can move just below the sand, making it difficult to detect. It has advantage on Stealth checks in desert terrain.
Actions:
- Multi-attack: The Balimanda makes three attacks: one with its tail and two with its claws.
- Tail (Scorpion Sting): Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 15 (3d8 + 2) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute.
- Claw: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
- Pincer: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 8 (1d8 + 4) damage from spikes. The pincers can grasp and grapple a target (escape DC 16).
- Noxious Acid Spray (Deep Dweller only): The Deep Dweller spews acid in a 15-foot cone. Targets must make a DC 17 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much on a success.
Legendary Actions (Optional for more challenge):
The Balimanda can take 2 legendary actions, choosing from:
- Venomous Strike: Makes one tail attack.
- Burrow: Moves up to half its burrow speed underground, reappearing up to 20 feet away.
- Pincer Grab: Attempts to grapple a creature within reach.
Description:
The Balimanda is a fearsome hybrid of dragon and scorpion, a behemoth that lurks beneath deserts or deep within sands, waiting to ambush its prey. Its armored scales shimmer like polished obsidian, reflecting the harsh sunlight or the eerie glow of subterranean caves. Its eight legs enable it to traverse the dunes with terrifying speed, while its enormous pincers and deadly tail make it a lethal predator.
- Subsurface Balimanda: These massive beasts roam just beneath the desert sand, blending with their environment and striking with ferocious speed. They are resilient, but relatively straightforward in their predatory habits.
- Deep Dweller Balimanda: Older and more cunning, these creatures dwell deep underground, with six eyes that pierce the darkness. They can spew acid to clear their path or weaken prey, and their urine creates the mysterious Hydring sand, used by Vanjin Dwarves for crafting.
To purchase a Balimanda for Barsalyhs game play or to use it as a monster of your own design with similar size specs, you can find it here: https://www.safariltd.com
Creature specs © 2025 Kip Shelton, AC0