Gargantuan Swarm of Medium undead, Chaotic Evil
Armor Class 45 (natural armor) (Plate)
Hit Points 655 (21d20 + 126)
Speed 100 ft., Fly 140 ft.
STR
30 (+10)
DEX
15 (+2)
CON
23 (+6)
INT
27 (+8)
WIS
28 (+9)
CHA
16 (+3)
Saving Throws STR +19, DEX +11, CON +15, CHA +12
Skills Deception +26, Persuasion +40
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Senses Tremorsense, Truesight 120 ft., Passive Perception 13
Languages Abyssal, Abyssal, Telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Death Throws. When Balormet dies, it explodes, and each creature within 100 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) 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’s weapons.

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

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

Magic Weapons. Balormet's weapon attacks are magical.

Actions

Multiattack. The Balormet makes two attacks: one with its longsword and one with its axe of Baphomet

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.

The Axe of Baphomet. The Axe deals 25 (2d6+8) Bludgeoning damage

Teleport. Balormet magically teleports, along with any equipment it is wearing or carrying, up to 1200 feet to an unoccupied space it can see.

Scare. Balormet can scare one creature within 35 ft of it and it must succeed a DC 10 Wisdom Saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns , with disadvantage if Balormet is within the creature's line of sight, ending the effect if it succeeds one of the saving throws

Legendary Actions

Balormet can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at the end of another creature's turn. Balormet regains spent legendary actions at the start of its turn.

Detect (Magic). Balormet can instant recognise if a magic is being used within a 45 ft raduis with a Wisdom (Perception) Check

Horn Charge. Balormet sprints at the opponents and they have to make a dexterity (Acrobatics) Saving Throw. If they succeed no damage is taken but if they fail it results in 17 bludgeoning damage

Wing Attack. 

Monster Tags: ArmorDemonAngelDemon LordCult of the Black EarthPrince of Elemental EvilElementalmonstrosity

Habitat: MountainUnderdark

HeroShadow05

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