Legendary Resistance (3/Day). If the Balor fails a saving throw, it can choose to succeed instead.
Death Throes. When the balor dies, it explodes, and each creature within 30 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 the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage. 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. The balor has advantage on saving throws against spells and other magical effects.
Magic Weapons. The balor's weapon attacks are magical.
Multiattack. The balor makes two attacks: one with its longsword and one with its whip.
Longsword. Melee Weapon Attack: +10 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: +11 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.
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.
Spellcasting. The balor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
At will: dispel magic, polymorph, telekinesis, teleport, seeming
3/day (level 6): lightning bolt, dominate person, modify memory
Summon Demon (1/Day). The demon chooses what to summon from the list below
1d8 vrocks
1d6 hezrous
1d4 glabrezus
1d3 nalfeshnees
1d2 mariliths
one goristro.
A summoned demon appears in an unoccupied space within 60 feet, acts as an ally of its summoner, and can’t summon other demons.
The Balor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The balor regains spent legendary actions at the start of its turn.
Attack. The balor makes one Demonic Weapon or Snakebite attack.
Searing Burst (Costs 2 Actions). The creature erupts with a burst of chaotic energy. Each target in a 10-foot radius must make a DC 18 Dexterity saving throw, taking 14 4d6 fire damage plus 7 2d6 necrotic damage on a failed save, or half as much damage on a successful one.
Cast a Spell (Costs 2 Actions). The balor uses Spellcasting.
Description
Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them.
Wielding a flaming whip and a longsword that channels the power of the storm, a balor’s battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes.
The Caster Balor are slightly more reserved than their typical counterparts, preferring manipulation of their minions from behind a veil of secrecy to open combat, although their ferocity when cornered is unmatched.
Previous Versions
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10/27/2022 3:00:26 AM
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5
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11/14/2022 10:12:59 PM
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6
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1
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Coming Soon
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