Huge Swarm of Huge fiends, Lawful Evil
Armor Class 22 natural
Hit Points 467 (31d12 + 189)
Speed 100 ft., Walk 50 ft., Swim 10 ft.
STR
28 (+9)
DEX
17 (+3)
CON
22 (+6)
INT
22 (+6)
WIS
24 (+7)
CHA
23 (+6)
Saving Throws STR +17, CON +14, WIS +15, CHA +14
Damage Resistances Bludgeoning, Cold, Necrotic, Piercing, Psychic
Damage Immunities Fire, Poison
Condition Immunities Blinded, Charmed, Frightened, Poisoned
Senses Darkvision, Tremorsense, Truesight, Passive Perception 17
Languages all
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

death throes. when a arch balor dies, it shoots a cone of fire that reaches 50 ft and deals 9d20 +25 fire damage  if you fail a dc of 20

fire aura. a arch balor has 10 ft area of of around his body if you enter you take 4d6 fire damage

magic resistance. the arch balor has advantage on saving throughs against magic attacks

4 winged   as the arch balor has 4 batlike wings it has a + 30 when it dashes in flight       

Spellcasting. (note: the arch balor has a + 19 to cast fire spells) The arch balor is a 14-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 11, +5 to hit with spell attacks). The arch balor has following [wizard] spells prepared:

Cantrips (at will): [true strike], [fire bolt],[ray frost],[acid splash],[shocking grasp]
1st level (4 slots): [shield], [which bolt],[fog cloud],[thunder wave]                                         2nd level (3 slots): [continual flame],[cloud of daggers],[flaming sphere]                            3rd level (3 slots): [fire ball],[animate dead],[lightning bolt]                                                        4rth level (3 slots):[fire shield], [wall of fire],[stone skin]                                                            5th level (2 slots):[animate objects],[telekinesis]                                                                        6th level (2 slots):[create undead] [chin lightning]                                                                      7th level (1 slot):[delayed fire ball]                                                                                                 8th level (1 slot):[Control Weather]

Actions

breath weapon. a arch balor has a breath weapon like nothing else he shoots a cylinder blast of red lighting out of his out of his mouth but it has a 3 turn recharge and it only has 4 charges a day, Ranged Weapon Attack: +13 to hit, range 80/135 ft., 1 target. Hit: 72 (9d8 + 9) lightning damage Hit (7d4 +9) fire damage.

super sonic scimitar . Melee Weapon Attack: +13 to hit, reach 10 ft., 1 target. Hit: 16.5 (2d6 + 9) slashing damage hit (4d8 +4) thunder damage 

scythe. Reach Weapon Attack: +15 to hit, range 15/25 ft., 1 target. Hit: # (3d6 + 8) piercing damage.

Bonus Actions

Roar.a arch balor can use a roar in the area of a 40 ft cone wich if those who are fighting it hast to make a dc save of 11 or higher if they fail fear is inflicted open those people for 3 turns  

Reactions

wing gourd. if the arch baalor makes a successful dc save of 15 he can fold his wings over his body reducing the damage to half but it only has 8 charges

weapon toss. if the arch balor is going to be hit by a melee weapon it can do a dc save of 17 on successful it can grab the melee weapon and toss it to the side but it only has 3 charges    

Legendary Actions

the arch balar has a insane ability of pyrokinesis it starts picking up objects in the area melting them down and forming them into a meteor in the sky that becomes 40 by 40 if there not themuch thing but if there's a lot it can turn into 70 by 70 ft   

the molted sphere of abyssal obliteration (Costs 6 Actions). as the magma get so large that you need to make a dc of a natural 20 to get out no buts no ifs its just that as firecrushes down on you take 5d20 worth of bludgeoning damage 23d20 lave\fire damage  

Description

appearance                                                                                                                                                 it looks like a balor but it has rocky looking flesh all over its body has black wavy hair 2 large spikes on its shoulders the flesh on its face has melted off only leavening bone4 black wings with spikes around them

how                                                                                                                                                          the arch balor comes from a pre existing balor that go's through some type of rituel to become a arch balor the rituel is unknown and were to do it is unknown but people think it happens at the lowest level of the abyss there is said to be very few arch balor's that exist  

rulership                                                                                                                                                 but we do know that arch balor's rule over balor's in its entirety they say if a arch balor even walks past a a standard balor the bolar will almost sirtetentley pledge its allegiance either out of fear, nature , power , we don't know   

Lair and Lair Actions

arch balor's lair is typically a large castle and or tower but you will most likely find him in the thrown room with balor helpers at his side 

Lair Actions

On initiative count 12 , the arch balor takes a lair action to cause one of the following effects; the arch balor can’t use the same effect two rounds in a row:

  • ultra dash. the arch balor can use a dash as a bonus action 
  • triple attack .the arch balor gets a chance to hit three times 

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • no plants can grow 
  • sunlite is halved 

If the arch balor dies, these effects fade over the course of 4d8 days.

Monster Tags: Demon Lord

Liam_the_Spellcaster

Comments

Posts Quoted:
Reply
Clear All Quotes