Huge fiend (demon), Chaotic Evil
| Armor Class | 19 (natural armor) |
|---|---|
| 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 | Cha +12, Con +12, Str +14, Wis +9 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; lightning; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | fire; poison |
| Condition Immunities | poisoned |
| Senses | truesight 120 ft., passive Perception 13 |
| Languages | Abyssal, telepathy 120 ft. |
| Challenge | 19 |
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.
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.
The balor has advantage on saving throws against spells and other magical effects.
The balor's weapon attacks are magical.
The balor makes two attacks: one with its longsword and one with its whip.
Melee Attack Roll: +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.
Melee Attack Roll: +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.
The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Huge fiend (demon), Chaotic Evil
| Armor Class | 19 |
|---|---|
| Hit Points | 287 (23d12 + 138) |
| 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 | Con +12, Wis +9 |
|---|---|
| Skills | Perception +9 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; lightning |
| Damage Immunities | fire; poison |
| Condition Immunities | charmed; frightened; poisoned |
| Senses | Truesight 120 ft., passive Perception 19 |
| Languages | Abyssal; telepathy 120 ft. |
| Challenge | 19 |
The balor explodes when it dies. dex DC 20, each creature in a 30-foot Emanation [Area of Effect] originating from the balor. Failure: 31 (9d6) Fire damage plus 31 (9d6) Force damage. Success: Half damage. Success or Failure: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
At the end of each of the balor's turns, each creature in a 5-foot Emanation [Area of Effect] originating from the balor takes 13 (3d8) Fire damage.
If the balor fails a saving throw, it can choose to succeed instead.
The balor has Advantage on saving throws against spells and other magical effects.
The balor makes one Flame Whip attack and one Lightning Blade attack.
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.
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.