Gargantuan Fiend, Lawful Evil
Armor Class 18 Natural Armor
Hit Points 155 (10d10 + 100)
Speed 45 ft., Walk 40 ft.
STR
20 (+5)
DEX
13 (+1)
CON
22 (+6)
INT
18 (+4)
WIS
18 (+4)
CHA
11 (+0)
Saving Throws STR +9, CON +10, INT +8
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Passive Perception 16
Languages Abyssal, Common (Telepathy)
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Flame Aura: Whenever a creature begins its turn within 5 ft of the balrog it take 3 d4 fire damage.

Spellcasting. The Balrog is a 12th-level spellcaster. Its spellcasting ability is [Intelligence] (spell save DC 18, +7 to hit with spell attacks). The Balrog has following Warlock spells prepared:
Cantrips (at will): [Thunderclap], [Eldritch Blast] 

1st level (3 slots): [Hellish Rebuke], [Cause Fear] 

6th Level(1 Slot): [Circle of Death], [Summon Fiend]

Actions

Multiattack The Balrog makes two attacks with its Greatsword and one with its flame whip

Greatsword Melee Weapon Attack: +10 to hit, reach 15 ft., 1 target. Hit:  15(2d10 + 5) [Slashing] damage and 8(2d4 + 4) [Fire] Damage

Flame Whip RangedWeapon Attack: +6 to hit, range 30/90 ft., 1 target. Hit: #12 (4d6) [Fire] damage.

Reactions

Hellish Rebuke

Legendary Actions

2 legendary actions per day

Demonic Fear (Costs 2 Actions). Everyone within a 60 foot radius must succeed on a DC 17 Wisdom saving throw or be frightened of the Balrog and will attempt to flee from the Balrog.

Greatsword Attack (Cost 1 Action)

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A fallen angel who aligned themselves with Tiamat in the splitting of the planes. They shed their humanoid layer allowing their raw power to bust forth in flame and death. They are... Immortal.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Devilfiend

NotJacub

Comments

Posts Quoted:
Reply
Clear All Quotes