Balor

Huge Fiend (Demon), Chaotic Evil

Armor Class 19   Initiative +14 (24)   Hit Points 287 (23d12 + 138)   Speed 40 ft., Fly 80 ft.

STR26 (+8)
DEX15 (+2)
CON22 (+6)
INT20 (+5)
WIS16 (+3)
CHA22 (+6)

Saving Throws Str +8, Dex +2, Con +12, Int +5, Wis +9, Cha +6

Skills Perception +9

Damage Resistances Cold, Lightning

Damage Immunities Fire, Poison; Charmed, Frightened, Poisoned

Senses Truesight 120 ft.; Passive Perception 19

Languages Abyssal; telepathy 120 ft.

Challenge Rating 19

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.

Use the Balor in your game
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