Balor

Huge Fiend (Demon) , Chaotic Evil
• Armor Class: 19
• Hit Points: 262 (21d12+126)
• Speed: 40 ft., fly 80 ft.

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

• Saving Throws: Str +14, Con +12, Wis +9, Cha +12
• Condition Immunities: poisoned
• Resistances: cold, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
• Senses: truesight 120 ft.
• Languages: Abyssal, telepathy 120 ft.
• Challenge: 19 (22000 XP)
• Environments: Dungeon, Planar

• 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.

• 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.