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D&D 5th Edition

Compendium

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Balor

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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Traits

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 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.

Attributes

AC
19 (Natural Armor)
Alignment
Chaotic Evil
CHA
22
CON
22
Challenge Rating
19
Condition Immunities
Poisoned
DEX
15
HP
262 (21d12+126)
INT
20
Immunities
Fire, Poison
Languages
Abyssal, Telepathy 120 Ft.
Passive Perception
13
Resistances
Cold, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Roll 0
Longsword 1d20 + 14 3d8+8+3d8
Roll 1
Whip 1d20 + 14 2d6+8+3d6
STR
26
Saving Throws
Str +14, Con +12, Wis +9, Cha +12
Senses
Truesight 120 Ft.
Size
Huge
Speed
40 ft., fly 80 ft.
Type
fiend (demon)
WIS
16
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