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) cold damage on a failed save, or half as much damage on a successful one. The explosion freezes liquids in that area that aren't being worn or carried, and it destroys the balor's weapons.
Freezing Aura. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) cold damage, and lquids in the aura freeze. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold 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.
Siege Monster. The balor deal's double damage to objects and buildings.
Multiattack. The balor makes two attacks: one with its spear and one with its shield bash.
Spear. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) acid damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.
Shield Bash. Melee weapon attack. +14 to hit. Reach 5 ft., one target. Hit. 21 (3d8) bludgeoning damage and 28 (4d8) cold damage and the target must make a dexterity 17 check or fall prone. If the balor scores a critical hit, it rolls damage dice three times, instead of one.
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.
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