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Balaur, the Wyrm of Six Dooms

Balaur, the Wyrm of Six Dooms
Create

“It did not roar. It sang — twelve voices in cursed harmony — and the sky caught fire.”


A Balaur is a massive, serpentine dragon-beast stretching over 100 feet in length. Its body is armored in overlapping obsidian and emerald scales that shimmer like molten glass. Six snarling heads, each with a jagged crown of horns and glowing ember eyes, coil and hiss independently. Its wings, when unfurled, blot out the sun, and its forked tails drag molten furrows into the earth. When it breathes, the air fills with smoke, sparks, and the scent of scorched iron.


Behavior

Balauri are hyper-intelligent, territorial tyrants, driven by millennia of malice. They hoard knowledge, relics, and royal bloodlines, delighting in dominance and fear. Each head possesses a distinct persona — wrathful, cunning, mad, patient, prophetic, etc. They argue, conspire, and sometimes betray each other, creating a volatile internal council. When enraged, their collective fury ignites entire mountain ranges.

They rarely speak with mortals unless to curse, taunt, or offer impossible bargains.


Habitat

Balauri nest in volcanic labyrinths, storm-shrouded mountain ranges, or the ruins of fallen kingdoms. Their lairs are always remote, treacherous, and magically corrupted — filled with traps, cursed echoes, and the bones of failed heroes. Legends say each Balaur chooses its lair atop a leyline convergence, feeding on the world’s magic like a parasite.


Modus Operandi

  • Kidnapping: Balauri abduct royalty, sorcerers, or chosen ones — not for ransom, but to break their wills or breed demi-draconic heirs.
  • Terror and Tribute: They send omens before they strike — eclipses, earthquakes, plagues — demanding offerings of gold, magic, or people.
  • Combat: They fight with coordinated, multi-headed fury — breath weapons vary by head, from hellfire and frost to plague gas or illusions.
  • Regeneration: Unless all heads are destroyed simultaneously (or by specific ancient rituals), the Balaur rises again.

Motivation

The Balaur is driven by conquest and legacy. It sees kingdoms as toys, gods as rivals, and time as a ladder to ascend. Some believe Balauri were once fallen dragon gods or cursed titans, doomed to devour until nothing but their name remains. Each dreams of becoming the only god left — and reshaping the world in its image.


  • Balaur 5e
  • Balaur, Pathfinder
  • Balaur 3.5
Balaur, the Wyrm of Six Dooms
Create

Gargantuan Dragon (Mythic), Chaotic Evil

Ancient and apocalyptic, the Balaur is a multiheaded primeval dragon from forgotten times — revered as a god, feared as an extinction-level threat.


Armor Class 22 (natural armor)
Hit Points 610 (35d20 + 280)
Speed 60 ft., fly 80 ft. (hover), burrow 40 ft.

STRDEXCONINTWISCHA
32 (+11)14 (+2)26 (+8)20 (+5)18 (+4)26 (+8)

Saving Throws Dex +9, Con +15, Wis +11, Cha +15
Skills Arcana +12, Insight +11, Intimidation +15, Perception +18
Damage Resistances cold, lightning, necrotic
Damage Immunities fire, poison
Condition Immunities charmed, frightened, paralyzed, stunned
Senses blindsight 120 ft., darkvision 240 ft., passive Perception 28
Languages Common, Draconic, Abyssal, telepathy 120 ft.
Challenge 24 (62,000 XP) Proficiency Bonus +7


Mythic Trait – Rebirth of Wrath (1/Day)

When the Balaur is reduced to 0 hit points, it doesn’t die. Instead:

  • It regains 300 hit points.
  • All heads regrow.
  • All conditions end on it.
  • It enters Phase Two – Heads of Wrath, gaining enhanced powers.

Multiheaded Abomination

  • The Balaur has six heads. Each acts independently and can take its own reaction.
  • Each head tracks its own breath weapon recharge.
  • If all six heads are destroyed in the same round, the Balaur is stunned until one regrows.
  • The Balaur regrows one missing head at the start of each of its turns.

Innate Spellcasting

Charisma is the spellcasting ability (spell save DC 22, +14 to hit). The Balaur casts the following spells innately, requiring no components:

At will: thaumaturgy, prestidigitation, detect magic
3/day each: dispel magic, fear, dominate monster, wall of fire
1/day each: fire storm, symbol (pain or fear), plane shift


Legendary Resistance (3/Day)

If the Balaur fails a saving throw, it can choose to succeed instead.


Magic Resistance

The Balaur has advantage on saving throws against spells and magical effects.


Magic Weapons

The Balaur’s weapon attacks are magical.


Actions

Multiattack

The Balaur makes three attacks, each with a different head. Each can be a Bite or a Breath Weapon, if available.


Bite

Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
Hit: 34 (4d10 + 12) piercing damage plus 14 (4d6) elemental damage based on the head:

  • Flame Head: fire
  • Frost Head: cold
  • Venom Head: poison (DC 22 Con save or poisoned for 1 minute)
  • Storm Head: lightning
  • Dread Head: necrotic
  • Mind Head: psychic (DC 22 Int save or stunned until end of next turn)

Breath Weapon (Recharge 5–6 per head)

Each head can unleash its breath weapon in a 90-foot cone (DC 22 saving throw). Effect varies by head:

  • Flame Maw: 88 (16d10) fire damage; ignites objects.
  • Frost Howl: 72 (16d8) cold damage; speed halved for 1 minute.
  • Venom Fog: 66 (12d10) poison damage; targets are blinded for 1 minute.
  • Storm Surge: 90 (20d8) lightning damage; targets are pushed 30 ft.
  • Dread Shriek: 78 (14d10) necrotic damage; Balaur heals half the amount dealt.
  • Mind Blast: 60 (12d8) psychic damage; creatures charmed for 1 minute.

Tail Sweep

All creatures in a 20-foot arc must make a DC 22 Dexterity saving throw, taking 28 (4d8 + 12) bludgeoning damage on a failed save or half as much on a success. Targets that fail are also knocked prone.


Reactive Strike (Reaction)

When a creature within 20 feet misses the Balaur with a melee attack, the Balaur makes a Bite attack with one head against it.


Legendary Actions

The Balaur can take 3 legendary actions, using one at a time at the end of another creature’s turn. It regains spent actions at the start of its turn.

  • Command Head. One recharged head immediately uses its breath weapon.
  • Terrifying Glare. One creature within 120 ft. must succeed on a DC 22 Wisdom saving throw or be frightened until the end of its next turn.
  • Wing Buffet (2 Actions). Each creature within 20 ft. must make a DC 22 Dexterity saving throw or take 22 (4d6 + 8) bludgeoning damage and be knocked prone.
  • Elemental Rebirth (3 Actions). One missing head regrows instantly.

Phase Two – Heads of Wrath (Triggered by Rebirth of Wrath)

While in this phase:

  • All six heads are active.
  • All breath weapons recharge at the start of each turn.
  • Attack and damage rolls gain a +2 bonus.
  • Gains resistance to radiant and force damage.
  • The environment within 200 feet becomes hazardous: lava vents, black lightning, and necrotic storms.

Lair Actions (Initiative Count 20, 1/round)

While in its lair, the Balaur can invoke one of the following magical effects:

  • Volcanic Fury. Lava erupts in a 60-ft. radius. Targets of the Balaur’s choice must make a DC 22 Dexterity save or take 4d10 fire damage and become restrained in molten stone until the end of their next turn.
  • Echoes of the Doomed. Terrifying roars echo across the battlefield. Enemies must succeed on a DC 22 Wisdom save or be frightened for 1 minute.
  • Dark Wings. A cursed storm reduces visibility to 10 feet until initiative count 20 on the next round.

Regional Effects (20-mile radius)

The land around the Balaur’s lair is warped by its presence. These effects fade 1d10 days after its death:

  • Scorched and Twisted Terrain. Vegetation withers. Long rests risk nightmares or exhaustion.
  • Burning Sky. Once per day, ash rains for 1 hour. Ranged attacks are at disadvantage, and unprotected creatures take 1d10 fire damage per hour.
  • Aura of Madness. Creatures resting within 10 miles must succeed on a DC 18 Wisdom save or suffer madness, exhaustion, or obsessive dreams of the Balaur.
  • Leyline Warp. Magic is unstable within 1 mile:
    • 1: Spell fails (no slot lost)
    • 2–3: Spell functions normally
    • 4: Wild magic surge
    • 5–6: Spell is amplified (double range/duration/damage)
  • Curse of the Six Heads. Slaying a head marks the killer. They are hunted by cultists and haunted by dreams until a remove curse or greater restoration is cast.
Balaur, the Wyrm of Six Dooms
Create

CE Gargantuan dragon (chaotic, mythic)
XP 1,500,000 (CR 28; MR 10)
Init +14 (+20 in mythic turn)
Senses blindsight 120 ft., darkvision 240 ft., low-light vision; Perception +38
Aura frightful presence 300 ft. (DC 36)


DEFENSE

AC 52, touch 8, flat-footed 52 (–2 Dex, +44 natural, –)
hp 1,020 (60d12 + 420 plus 200 mythic)
Fort +30, Ref +22, Will +23
Defensive Abilities dragon blood (2d8 fire), block attacks (see Special Abilities), DR 20/epic and magic
Immune fire, poison
SR 35


OFFENSE

Speed 60 ft., fly 300 ft. (poor), burrow 40 ft.
Melee

  • Bite +40 (4d8+25/18–20 plus 2d8 fire)
  • 2 Claws +40 (2d6+18 plus bleed 2d6)
  • Tail slap +38 (2d6+25)
  • 2 Wings +38 (1d8+15)
    Space/Reach 20 ft./15 ft. (20 ft. bite)

Special Attacks

  • Bleed (2d6)
  • Breath Weapons (mythic, six heads): Each head can use one breath weapon as a full-round action. Breath weapons recharge on a roll of 5–6 on 1d6. Each breath is a 90-ft. cone (Reflex DC 36 half damage).
    • Flame (fire): 16d8 damage
    • Frost (cold): 14d8 damage and speed halved for 1 round
    • Venom (poison): 12d10 damage, blinded for 1 round (DC 36 Fort save)
    • Lightning: 20d8 damage, push 30 ft. (DC 36 Reflex)
    • Necrotic: 14d10 damage, heals Balaur for half damage dealt
    • Psychic: 12d8 damage, target is stunned for 1 round (DC 36 Will)
  • Dragon Fury (2d8 fire)
  • Tail Sweep (Su): DC 36 Reflex save or take 4d6+25 damage and be knocked prone.
  • Crush (Su): When pinning a creature, deals bite or claw damage each round.
  • Swallow Whole: Targets medium or smaller creatures; AC 30 inside, 60 hp; 2d6 bludgeoning + 2d8 fire damage per round.

SPELL-LIKE ABILITIES (CL 35; concentration +42)

At will — detect magic, thaumaturgy (fire-themed)
4/day — fear (DC 34), dominate monster (DC 36), wall of fire
1/day — fire storm (DC 36), symbol of pain or fear (DC 36), plane shift


STATISTICS

Str 46, Dex 6, Con 30, Int 22, Wis 18, Cha 30
Base Atk +30; CMB +52; CMD 78 (cannot be tripped)
Feats Cleave, Improved Initiative, Improved Critical (bite), Iron Will, Power Attack, Spell Perfection (fire storm), Wing Overrun, Hover, Great Leap, Mythic Spellcasting, Dual Initiative✧
Skills Fly +28, Knowledge (arcana, planes) +32, Perception +38, Sense Motive +24, Intimidate +30
Languages Common, Draconic, Abyssal; telepathy 200 ft.


SPECIAL ABILITIES

Multi-headed Abomination (Su): The Balaur has six heads acting independently. Each head has its own breath weapon recharge and can take reactions. If all six heads are destroyed in the same round, Balaur is stunned until one head regrows. Regrows one missing head at the start of each turn.

Block Attacks (Ex): Can choose to block a single melee attack against it, negating damage and pushing the attacker back 10 feet. Usable 3 times per round.

Dual Initiative (Ex): Acts twice per round, once on initiative count and once on initiative minus 20.

Legendary Resistance (Su): 3/day, may succeed on a failed saving throw.

Dragon Instinct (Su): +4 morale bonus on initiative and perception checks.

Draconic Presence (Su): Ongoing frightful presence aura (DC 36).


ECOLOGY

Environment: Volcanic mountain ranges, mythic ruins
Organization: Solitary
Treasure: Triple (rich mythic hoard)


TACTICS

Opening Round: Uses frightful presence and dominate monster to disrupt spellcasters and healers. Breath weapons from multiple heads target clustered foes.

Mid-Battle: Mixes powerful melee attacks with breath weapon barrages. Uses crush and tail sweep to control melee opponents. Employs dual initiative to reposition and cast spells reactively.

Endgame: Spends mythic surges to cast fire storm and extend lingering breath effects, combining with swallow whole for high damage. Attempts to regrow heads if any are destroyed.


ENVIRONMENTAL NOTES

Fights best in volcanic terrain or mythic-infused ruins, using terrain to funnel foes and exploit its large reach.

Balaur, the Wyrm of Six Dooms
Create

Balaur is a creature Romanian folklore, similar to a dragon.

A balaur is quite large, has fins, feet, and is polycephalous (it usually has three, sometimes seven, or even twelve serpent heads).

As a traditional character which is found in most Romanian fairy tales, it represents Evil and must be defeated by Fat-Frumos in order to release the Princess.


Balaur

Huge Magical Beast (Dragon)
Hit Dice: 30d12+600 (810 hp)
Initiative: +2
Speed: 40 ft., fly 150 ft. (poor)
Armor Class: 38 (-2 Dex, +30 natural), touch 8, flat-footed 38
Base Attack/Grapple: +30/+52
Attack: Bite +42 melee (4d8+20 plus 2d6 fire)
Full Attack: Bite +42 melee (4d8+20 plus 2d6 fire), 2 claws +40 melee (2d6+15 plus bleed), tail slap +38 melee (2d8+20), 2 wings +38 melee (1d8+10)
Space/Reach: 15 ft./15 ft. (20 ft. bite)
Special Attacks: Multiheaded breath weapons, breath weapon (see below), bleed (2d6), crush, swallow whole, tail sweep

Special Qualities: Damage reduction 15/epic and magic, darkvision 120 ft., fire immunity, poison immunity, regeneration 10 (fire), frightful presence (60 ft., DC 30), blindsense 120 ft.
Saves: Fort +27, Ref +22, Will +25
Abilities: Str 45, Dex 10, Con 35, Int 18, Wis 16, Cha 28
Skills: Fly +20, Intimidate +30, Knowledge (arcana) +28, Perception +32, Sense Motive +25
Feats: Multiattack, Improved Critical (bite), Power Attack, Cleave, Flyby Attack, Improved Initiative, Weapon Focus (bite), Great Cleave
Environment: Volcanic mountain ranges, mythic ruins
Organization: Solitary
Challenge Rating: 24
Treasure: Triple standard
Alignment: Chaotic Evil


Breath Weapons (Su)

The Balaur has six heads, each capable of unleashing a distinct breath weapon. It can use up to three breath weapons per round as a full-round action. Each breath weapon is a 90-foot cone, Reflex DC 30 half damage. The damage dealt is:

  • Fire: 20d6 fire damage
  • Frost: 18d6 cold damage, and targets suffer a -10 ft. penalty to speed for 1 round
  • Venom: 15d6 poison damage, targets are blinded for 1 round (Fort DC 30 negates)
  • Lightning: 22d6 electricity damage and targets are pushed 15 ft. (Reflex DC 30 half damage and no push)
  • Necrotic: 18d6 negative energy damage; the Balaur heals half the damage dealt
  • Psychic: 15d6 damage and stunned for 1 round (Will DC 30 negates)

Recharge: Each breath weapon can be used once every 1d4 rounds (roll per head separately).


Special Attacks & Abilities

  • Multiheaded Attack: Each head can attack independently and can take reactions. When the Balaur attacks, it may make one bite attack per head (up to 6) as part of a full attack.
  • Bleed (2d6): Claw attacks cause bleeding damage.
  • Tail Sweep (Ex): As a standard action, the Balaur can sweep its tail in a 15-ft. radius. Enemies must succeed on a Reflex save (DC 35) or take 4d8+20 damage and be knocked prone.
  • Crush (Ex): The Balaur can pin smaller creatures with its massive bulk, dealing bite or claw damage each round they remain pinned.
  • Swallow Whole (Ex): The Balaur can swallow creatures up to Large size. AC inside 28, 60 hp, and deals 4d8 bludgeoning damage plus 4d6 fire damage per round.

Defensive Abilities

  • Damage Reduction 15/epic and magic: Resistant to most attacks except epic or magic weapons.
  • Regeneration 10 (fire): Heals 10 hit points per round; fire damage prevents regeneration for 1 round.
  • Frightful Presence (Su): Creatures within 60 ft. must succeed on a Will save (DC 30) or become shaken for 1d4 rounds.
  • Blindsense 120 ft.: Senses creatures without relying on sight.
  • Fire Immunity and Poison Immunity

Combat Tactics

  • Opening: The Balaur attempts to frighten foes with its presence, then uses multiple breath weapons in combination to disrupt and weaken clustered opponents.
  • Mid-Combat: Engages in brutal melee, using claw bleed, tail sweeps to control the battlefield, and swallow whole on weaker enemies. Its multiheaded attacks allow it to attack multiple targets or multiple times against one target.
  • Defensive: Uses regeneration to shrug off damage and retreats if overwhelmed to regain breath weapons recharge.
  • Multiheaded Strategy: Focuses on heads with breath weapons targeting area threats, while using bite and claws for high-damage single targets. It is tactically smart and aggressive.

Ecology & Lair

  • Habitat: Deep in volcanic mountain ranges or mythically charged ruins. Its lair is often surrounded by volcanic vents and molten pools that complement its fiery breath and add hazards for invaders.
  • Role: A legendary dragon feared for its multiple heads and variety of devastating breath weapons. Often hoards ancient treasures and kidnaps maidens in local folklore.
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