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Habitat: Planar (Abyss); Treasure: Armaments

Balors embody demons’ ruinous fury and hatred. Towering, winged terrors, these demonic warlords seethe with wrath, their rage erupting in waves of fire and as a pair of vicious weapons: a sword of crackling lightning and a whip of lashing flames. A balor’s fury persists until the moment of its demise, at which point it explodes—a last act of vengeance against those who slew it. Demon lords and evil gods harness balors’ rage by making balors commanders of armies or guardians of grave secrets.

Traits

Death Throes. The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6) Fire damage plus 31 (9d6) Force damage. Success: Half damage. Failure or Success: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.

Fire Aura. At the end of each of the balor’s turns, each creature in a 5-foot Emanation originating from the balor takes 13 (3d8) Fire damage.

Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead.

Magic Resistance. The balor has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack.

Flame Whip. Melee Attack Roll: +14, reach 30 ft. Hit: 18 (3d6 + 8) Force damage plus 17 (5d6) Fire damage. If the target is a Huge or smaller creature, the balor pulls the target up to 25 feet straight toward itself, and the target has the Prone condition.

Lightning Blade. Melee Attack Roll: +14, reach 10 ft. Hit: 21 (3d8 + 8) Force damage plus 22 (4d10) Lightning damage, and the target can’t take Reactions until the start of the balor’s next turn.

Bonus Actions

Teleport. The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see.


Balor

Huge Fiend (Demon), Chaotic Evil
  • Armor Class 19
  • Hit Points 287 (23d12 + 138)
  • Speed 40 ft., Fly 80 ft.
  • Initiative +14 (24)
STR
26 (8)
DEX
15 (2)
CON
22 (6)
INT
20 (5)
WIS
16 (3)
CHA
22 (6)
  • Saving Throws Str +8, Dex +2, Con +12, Int +5, Wis +9, Cha +6
  • Skills Perception +9
  • Damage Resistance Cold, Lightning
  • Damage Immunities Fire, Poison
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses Truesight 120 ft, passive Perception 19
  • Languages Abyssal; telepathy 120 ft.
  • Challenge 19 (22000 XP)
  • Habitat Planar (Abyss)
  • Treasure Armaments
  • Death Throes. The balor explodes when it dies. *Dexterity Saving Throw:* DC 20, each creature in a 30-foot Emanation originating from the balor. *Failure:* 31 (or [[9d6]] (9d6)) Fire damage plus 31 (or [[9d6]] (9d6)) Force damage. *Success:* Half damage. *Failure or Success:* If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
  • Fire Aura. At the end of each of the balor's turns, each creature in a 5-foot Emanation originating from the balor takes 13 (or [[3d8]] (3d8)) Fire damage.
  • Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The balor has Advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack.
  • Flame Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: (3d6 + 8) Force damage plus (5d6)Fire damage. If the target is a Huge or smaller creature, the balor pulls the target up to 25 feet straight toward itself, The target has the Prone condition.
  • Lightning Blade. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (3d8 + 8) Force damage plus (4d10)Lightning damage. The target can't take Reactions until the start of the balor’s next turn.
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