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Balor

Once the topmost servants of Keryth, these creatures were warped by their quest for revenge and the corrupting power of the Abyss. Balors love to join battle armed with their swords and whips.

Basic Information

Anatomy

Long limbed, large, and muscular, the Balor strikes an imposing silhouette. They have large batlike wings with skeletal frames filled with a shadowy fire as the membrane. They have a head that resembles a goat's skull with all of the flesh flayed off, hanging around their necks almost like a beard. the skull itself is cracked in a way that resembles a wide grin. They have large muscular torsos adorned by trophies from other creatures that have been made into a necklace. their hairy bulging legs are goatlike and have cloven hooves elongated to almost resemble talons.
Genetic Ancestor(s)
Average Height
A balor stands about 12 feet tall.
Average Weight
It weighs about 4,500 pounds.
Body Tint, Colouring and Marking
Its skin is usually dark red.
Related Ethnicities

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Balor

Huge fiend (demon), chaotic evil
Armor Class 19 (natural armor)
Hit Points 262 21q12+126
Speed 40ft Fly: 80ft

STR
26 +8
DEX
15 +2
CON
22 +6
INT
20 +5
WIS
16 +3
CHA
22 +6

Saving Throws STR +14, CON +12, WIS +9, CHA +12
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Languages Abyssal, telepathy 120 ft
Challenge 19


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.   Unholy Aura. Creatures of your choice in a 30-foot radius when you cast the spell lower the light by one level 5 feet around them and have advantage on all saving throws. Other creatures have disadvantage on attack rolls against them. In addition, when a celestial or a devil hits an affected creature with a melee attack, they must pass a Wisdom save (DC 22) or be feared until the spell ends.   Innate Spellcasting. The balor's innate spellcasting ability is Charisma (spell save DC 22, +12 to hit with spell attacks). The balor can innately cast the following spells, requiring no material components:   At will: dominate monster, dispel magic, power word stun, telekinesis   1/day each: fire storm


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.   Variant: Summon Demon (1/Day)   The demon chooses what to summon and attempts a magical summoning. A balor has a 50 percent chance of summoning 1d8 Vrocks, 1d6 Hezrous, 1d4 Glabrezus, 1d3 Nalfeshnees, 1d2 Mariliths, or one Goristro. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.


 

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