Huge Fiend (Demon), Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 615 (30d20 + 300)
Speed 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
15 (+2)
CON
30 (+10)
INT
20 (+5)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws STR +16, CON +16, WIS +9, CHA +12
Skills Athletics +16, Perception +9
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 13
Languages Abyssal, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the Balor Lord fails a saving throw, it can choose to succeed instead.

Death Throes. When the Balor Lord dies, it explodes, and each creature within 30 feet of it must make a DC 22 Dexterity saving throw, taking 84 (24d6) 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 Lord’s weapons.

Fire Aura. At the start of each of the Balor Lord's turns, each creature within 5 feet of it takes 21 (6d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the Balor Lord or hits it with a melee attack while within 5 feet of it takes 21 (6d6) fire damage.

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

Magic Weapons. The Balor Lord's weapon attacks are magical.

Super Critical. If the Balor Lord scores a critical hit, it rolls damage dice three times, instead of twice.

Actions

Multiattack. The Balor Lord makes three attacks: two with its longsword and one with its whip.

Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) slashing damage plus 18 (4d8) lightning damage.

Whip. Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 19 (2d8 + 10) slashing damage plus 14 (4d6) fire damage, and the target must succeed on a DC 22 Strength saving throw or be pulled up to 25 feet toward the Balor Lord.

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

Legendary Actions

The Balor Lord can take 3 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 Lord regains spent legendary actions at the start of its turn.

Longsword Attack. The Balor Lord makes a longsword attack.

Whip Attack. The Balor Lord makes a whip attack.

Teleport (Costs 2 Actions). The Balor Lord magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Monster Tags: Demon

KingMetti

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