Balor

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


Balor image

Basic Character Attributes

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.

Actions

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.