Frightful Presence- Each creature of the Balrog's choice that is within 120 feet of the Balrog and aware of it must succeed on a DC 21 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Balrog's frightful presence for the next 24 hours.
Fire Aura- At the start of each of the Balrog's turns, each creature within 5 feet of it takes 15 (5d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the Balrog or hits it with a melee attack while within 5 feet of it takes 15 (5d6) fire damage.
Magic Resistance- The Balrog has advantage on saving throws against spells and other magical effects.
Multi attack- the Balrog makes three melee attacks or two melee attacks and a ranged attack.
As a bonus action the Balrog can create a sword or whip out of pure fire. The Balrog can summon up to two weapons at a time wielding one in each hand. If the Balrog is holding two weapons he can use his bonus action to attack with his off hand.
Fire Sword- Melee weapon attack: +17 to hit, reach 10ft, single target, hit, 32 (7d8+8) fire damage. If the sword encounters a shield spell it will explode causing a massive explosion dealing 8d6 fire damage to all creatures within 15 ft centered on the target of the sword attack. Dex save 19 or take half damage. The creature that cast shield does not get effected by the explosion and the sword is destroyed and if a spell was the reason the spell ends. (Things that cause this reaction shield, shield of faith, +3 or higher magic shield, fire shield, mage armor, sanctuary)
Fire Whip- Ranged weapon attack: +14 to hit, reach 30ft, single target, hit, 18 (4d6+6) fire damage. on a hit the creature then needs to make a strength saving throw DC 18 or become grappled by the whip. A creature grappled by the whip takes 3d8 fire damage at the start of its turn and can repeat the saving throw at the end of its turn. If a creature is grappled at the start of the Balrogs' turn the Balrog can forgo one of its attacks and pull the creature up to 30ft towards it.
Can take 3 Legendary actions, choosing from the options below. Only one legendary action can be used at a time. Spent legendary actions are regained at initiative 20.
Infernal Blaze- As a reaction to getting hit with cold damage from a spell can heat up the area in a 30ft radius centered on its self melting all ice and forcing a Dex saving throw DC 15 or take 2d8 fire damage or half on a success.
Battle Roar- (Costs 2 actions)All friendly creatures gain temporary hit points equal to the Balrog's initiative count and gain a +3 to all attacks for 1 minute.
Summon Minions- (Costs 3 actions) As a bonus action can summon 10 allies to its side. They appear out of the shadows and roll initiative independently from the Balrog. These creatures can be any variant of Orcs.
Description
A giant horned demon of fire and shadow bred to lead armies and battle even the strongest foes at the behest of its master.
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