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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Balor/

Balor

Balor

Huge fiend, 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 from nonmagical weapons
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses truesight 120 ft., passive Perception 13
  • Languages Abyssal, telepathy 120 ft.
  • 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 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.

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