Death Throes. When the Balgon dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) ice damage on a failed save, or half as much damage on a successful one. The explosion instantly freezes everything in that area.
Ice Aura. At the start of each of the Balgon’s turns, each creature within 5 feet of it takes 10 (3d6) ice damage, and all objects in the aura that aren’t being worn or carried freeze. A creature that touches the Balgon or hits it with a melee attack while within 5 feet of it takes 10 (3d6) ice damage.
Magic Resistance. The Balgon has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Balgon’s weapon attacks are magical.
Multiattack. The Balgon makes two attacks: one with its longsword and one with its whip.
Longsword. Melee Weapon Attack: +14 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: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) ice damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the Balgon.
Balgonite Breath. The Balgon spews a 60 foot cone of freezing ice breath from its mouth with a thundering roar. Anything caught inside the cone must make a dex save or be frozen. The breath also spawns 2d10 Balgonites within the cone that are medium sized versions of the Balgon.
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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