- Fire Aura. At the start of each of the balrog's turns, each creature within 10 feet of it takes 14 (4d6) 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 14 (4d6) fire damage.
- Innate Spellcasting. The balrog's spellcasting ability is Charisma (spell save DC 20). The balrog can innately cast the following spells, requiring no material components:
At will: fireball, smoke screen
3/day each: hold creature, wall of fire
1/day: incendiary cloud
- Magic Weapons. The balrog's weapon attacks are magical.
- Magic Resistance. The balrog has advantage on saving throws against spells and other magical effects.
- Multiattack. The balrog makes three attacks: one with its whip, one with its sword, and one with its bite
- Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 22(4d6+8) piercing damage.
- Balrog's Blade. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit 26 (4d8 + 8) slashing damage plus 21 (6d6) fire damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
- Flame Whip. +14 to hit, reach 40ft., one target. Hit: 19(3d6+8) slashing damage plus 14 (4d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Indomitable fire giants.
A giant, man-shaped demon with eyes like burning coals, a fiery mane, and a many-thronged whip of fire. Balrogs are shrouded in fire and menace.
- Descendants of Fire Giants. Balrogs descend from the fire giants who destroyed the world at Ragnarök.
- Denizens of the deep. There are very few Balrogs remaining. You can only find them in the deepest and most forgotten places. Pray that you don't.
- Shrouded in flame. Like the flames of hell itself, a Balrog's aura burns with a supernatural fire. They are as ancient as fire and command the element in spite of its wild temperament.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
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:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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