Balor
"Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit."
-From the DEMONOMICON OF IGGWILV
Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them.
Wielding a flaming whip and a longsword that channels the power of the storm, a balor's battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes.
Wielding a flaming whip and a longsword that channels the power of the storm, a balor's battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes.
Basic Information
Biological Traits
Huge fiend (demon), chaotic evil
Armor Class 19 (natural armor)
Hit Points 262 (21d12 + 126)
Speed 40 ft., fly 80 ft. 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 form nonmagical weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Challenge 19 (22,000 XP) 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 successfull 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 attakcs are magical.
Hit Points 262 (21d12 + 126)
Speed 40 ft., fly 80 ft. 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 form nonmagical weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Challenge 19 (22,000 XP) 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 successfull 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 attakcs are magical.
Additional Information
Perception and Sensory Capabilities
Senses truesight 120 ft., passive Perception 13
Civilization and Culture
Major Language Groups and Dialects
Abyss, telepathy 120 ft.
Genetic Ancestor(s)
Geographic Distribution
Actions
Multiattack. The balor makes two attacks: one with its longsword and one with its whip.Longsowrd. 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., reach 30 ft., one target. Hit: 15 (2d6 + 8) slahsing 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: Demon Summoning
Some demons can have an action option that allows them to summon other demons.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 l can't summon other demons. It remains for 1 minutee, until it or its summoner dies, or until its summoner dismisses it as an action.