Magic Resistance. Balor has advantage on saving throws against spells and other magical effects.
Multiattack. Balor attacks 3 times with his greatclub or 2 times with his greatclub and once with his evil eye.
Greatclub. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 8) bludgeoning damage.
Evil Eye. Balor magically forces a creature it can see within 60 ft of it to make a DC 14 Charisma saving throw. The creatures takes 27 (6d8) psychic damage on a failed save, or half as much on a successful one.
Balor's Destructive Eye (Recharge 5 or 6). Balor shoots a beam out of his eye at a creature it can see within 60 ft of it. The creature needs to make a DC 18 Constitution saving throw. The creature takes 42(12d6) lightning damage and 42 (12d6) necrotic damage and knocked prone. On a successful save the creature takes half damage and isn't knocked prone.
Stoneskin. Balor hardens his skin adding 6 to its AC against one melee attack that would hit it.
Balor can take 3 legendary actions, choosing from the options below. He can only take one legendary action at a time and only at the end of another creature's turn.
Greatclub (Costs 1 Action). Balor makes 2 greatclub attacks.
Balor's Destructive Eye (Costs 2 Actions). Balor target's one creature and shoots his destructive eye at it.
Call for Reinforcements (Costs 3 Actions). Balor calls upon his soldiers to come to his aid. 2 Fomorians answer his call.
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