Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 21 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.
Fire Aura. 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.
Magic Resistance. The balor has advantage on saving throws against spells and other magical effects.
Magic Weapons. The balor’s weapon attacks are magical.
Innate Spellcasting. The balor's innate spellcasting ability is Charisma (spell save DC 21). The balor can innately cast the following spells, without providing material components:
At will: detect magic, polymorph(self only)
3/day each: dispel magic, dominate person, telekinesis
1/day each: dominate monster, fire storm, power word stun
Multiattack. The balor can use its Frightful Presence. It then makes two attacks: one with its longsword and one with its whip.
Frightful Presence. Each creature of the balor's choice that is within 120 feet of the balor 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 balor's Frightful Presence for the next 24 hours.
Longsword. Melee Weapon Attack: +15 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.
Whip. Melee Weapon Attack: +15 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 23 Strength saving throw or be pulled up to 25 feet toward the balor.
Meteor Strike (1/Day). While flying, the balor lord dives at least 40 feet toward a target space on the ground, creating a massive explosion 60 feet in diameter centered on the balor. This sprays rock and fire in all directions and forms a crater the size of the explosion. Each creature within 30 feet of the target space must succeed on a DC 21 Strength saving throw, taking 28 (8d6) fire damage and 28 (8d6) bludgeoning damage and is knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one. Additionally, the ground in that area becomes difficult terrain is engulfed in flames for ten minutes. A creature that starts its turn in the area while it is still in flames takes 10 (3d6) fire damage. Each 5-foot-square portion of the area requires at least 30 minutes to clear by hand.
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.
The balor can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The balor regains spent legendary actions at the start of its turn.
Move. The balor moves up to half its speed.
Whip. The balor makes a whip attack.
Longsword (Costs 2 Actions). The balor makes a longsword attack.
Teleport (Costs 2 Actions). The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Cast a Spell (Costs 2 Actions). The balor casts a spell from its list of innate spells, using a spell slot as normal.
Infernal Blast Wave (Costs 3 Actions). Infernal fire erupts and surges from the balor, striking creatures around it. Each creature within 20 feet of the balor must succeed on a DC 21 Dexterity saving throw. On a failed save, the target takes 14 (4d6) fire damage and 14 (4d6) necrotic damage and catches fire. On a successful save, the target takes half as much damage and doesn't catch fire.
Description
Balor lords are amongst the mightiest of demons, second only to Demon Princes of the Abyss and Demon Lords. Unlike normal balors, balor lords have terrifying cataclysmic powers and additional magical abilities.
There are currently only a few known balor lords. Some of the well known ones are Alzoll, Axithar, Badrazel, Balor (the original and strongest of all balors), Chare'en, Errtu, Ndulu, Ter-Soth, and Wendonai.
Previous Versions
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