Huge Fiend (Demon), Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 262 (21d12 + 126)
Speed 40 ft., Fly 80 ft.
STR
26 (+8)
DEX
22 (+6)
CON
22 (+6)
INT
20 (+5)
WIS
24 (+7)
CHA
22 (+6)
Saving Throws STR +14, CON +12, WIS +13, CHA +12
Skills Perception +19
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Fire, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 29
Languages Abyssal, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Death Throes. When the balordeus dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) acid 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 balordeus’s weapons.

Acid Aura. At the start of each of the balordeus’s turns, each creature within 5 feet of it takes 10 (3d6) acid damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the balordeus or hits it with a melee attack while within 5 feet of it takes 10 (3d6) acid damage.

Innate Spellcasting. The balordeus’s innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:

At will: dispel magic, polymorph, telekinesis, teleport

3/day: insect plague

1/day: imprisonment

Magic Resistance. The balordeus has advantage on saving throws against spells and other magical effects.

Magic Weapons. The balordeus’s weapon attacks are magical.

Actions

Multiattack. The balordeus makes three attacks: one with its demonic glaive, one with its snakebite and one with its whip.

Demonic Glaive. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) acid damage. If the target has at least one head and the balordeus rolled a 20 on the attack roll, the target is decapitated and dies if it can’t survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit.

Snakebite. Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 12 (1d6 + 9) piercing damage, and the target must succeed on a DC 20 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a demon of equal or lower CR to its own (use its level if it does not have a CR) if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell.

Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) acid damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balordeus.

Bonus Actions

Teleport. The balordeus magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Reactions

                                                   

Monster Tags: Demon

JooBear

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