Huge fiend (demon), chaotic evil
Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them.
Wielding a flaming whip and a longsword that channels the power of the storm, a balor's battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes.
For basic lore see Demons
Attribute | STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|---|
Value | 26 | 15 | 22 | 20 | 16 | 22 |
Modifier | +8 | +2 | +6 | +5 | +3 | +6 |
Armor Class: 19 (natural armor)
Hit Points: 262 (21d12 + 126)
Speed: 40 ft., fly 80 ft.
Saving Throws: Str +14, Con +12, Wis +9, Cha +12
Damage Resistances: cold, lightning; bludgeoning, piercing, and slashing from non magical weapons
Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: truesight 120 ft., passive Perception 13
Languages: Abyssal, telepathy 120 ft.
Challenge: 19 (22,000 XP)
Death Throes: When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.
Fire Aura: At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Magic Resistance: The balor has advantage on saving throws against spells and other magical effects.
Magic Weapons: The balor's weapon attacks are magical.
Multiattack: The balor makes two attacks: one with its longsword and one with its whip.
Longsword: Melee Weapon Attack:+ 14 to hit, reach 10ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.
Whip: Melee Weapon Attack: +14 to hit, reach 30ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.
Teleport: The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.