Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 22 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.
Allmauthian Aura. At the start of each of the Allmauthian balor's turns, each creature within 5 feet of it takes 15 (4d6) fire damage, and flammable objects be worn or carried are ignited. Any creature within 5 feet of it must make a DC 20 wisdom saving throw or they will be intimidated.
Magic Resistance. The balor has advantage on saving throws against spells and other magical effects.
Magic Weapons. The balor's weapon attacks are magical.
Multiattack. The Allmauthian balor makes two attacks: one with its longsword and one with its whip.
Longsword. Melee Weapon Attack: +15 to hit, reach 10 ft., two targets. Hit: 26 (4d8 + 8) slashing damage plus 18 (4d8) fire damage. If the Allmauthian balor scores a critical hit, it rolls damage dice three times, instead of twice.
Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 21 (3d6 + 8) slashing damage plus 10 (3d6) necrotic damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the Allmauthian balor.
Teleport. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet. If the space is unnocupied the Allmauthian Balor is teleported to the space. If it is occupied, the creatures in that space must make a DC 20 dexterity saving throw or be hit with the Allmauthian Balor's longsowrd.
Comments