Creature Sense. The Balor is aware of the presence of creatures within 1 mile of it that has an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
Death Throes. When the Balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Intelligence saving throw, taking 70 (20d6) psychic damage on a failed save, or half as much damage on a successful one. Any creature who drop below 0 hit point and fails a saving throw due to this ability is infested with illithid tadpoles.
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 (Psionics). The Balor’s innate spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no components:
3/day: dissonant whispers, hold person, crown of madness, fear, confusion
1/day: feeblemind
Multiattack. The Balor makes three attacks with its claws; one of these attacks can be with its tentacles instead.
Claws. Melee Weapon Attack:+14, Reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) necrotic damage. If the Balor scores a critical hit, it rolls damage dice three times, instead of twice.
Tentacles. Melee Weapon Attack:+14, Reach 20 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 18 Strength saving throw or be pulled up to 10 feet toward the Balor.
If the target is within 10 feet of the Balor, it can instead attempt to grapple a target. The target must succeed a DC 18 Strength saving throw or be grappled. The creature can make another saving throw at the beginning of each of its turns. The Balor can have up to two targets grappled at a time.
Mind Blast (Recharge 5-6). The Balor magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 19 Intelligence saving throw or take 41 (8d8 + 5) psychic damage and be stunned 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.
Torpid Teleport. The balor magically teleports up to 60 feet to an unoccupied space it can see. The Balor loses its natural resistance until it's hit with an attack.
Swallow. If a target is grappled by the Balor it uses its action to swallow the target whole. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Balor and it takes 35 (10d6) acid damage at the start of each of the Balor's turns.
If the Balor takes 45 damage or more on a single turn from a creature inside it, the Balor must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Balor. If the Balor dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Comments