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 10 ft., 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 30 ft., 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.