Huge Fiend (Demon), Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 300 (24d12 + 144)
Speed 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
15 (+2)
CON
23 (+6)
INT
20 (+5)
WIS
18 (+4)
CHA
23 (+6)
Saving Throws STR +15, CON +13, WIS +11, CHA +13
Skills Arcana +12, Athletics +15, Deception +13, Insight +11, Intimidation +13, Perception +18, Religion +12
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 28
Languages Abyssal, Telepathy 120 ft.
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Death Throes. When the balor dies, it explodes, and each creature within a 60-foot-radius sphere centered on the balor must make a DC 21 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 Absorption. Whenever the balor is subjected to fire damage from other sources than its own, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Fire Aura. At the start of each of the balor’s turns, each creature within a 30-foot-radius sphere centered on 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 takes 10 (3d6) fire damage.

Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead.

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

Magic Weapons. The balor’s weapon attacks are magical.

Potent Flames. When the balor deals fire damage, it ignores resistance and immunity to such damage. The balor is immune to its own fire damage.

Actions

Multiattack. The balor makes two Longsword attacks and one Whip attack. It can replace an attack with a use of Spellcasting.

Longsword. Melee Weapon Attack: +15 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: +15 to hit, reach 30 ft., one target. Hit: 18 (3d6 + 8) slashing damage, plus 10 (3d6) fire damage, and the target must succeed on a DC 23 Strength saving throw, or be pulled up to 25 feet toward the balor.

Abyssal Breath (Recharge 5-6). The balor exhales fire in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one. The area affected by the cone becomes a wall of fire for 1 minute. The area within the wall of fire is difficult terrain, and when a creature ends its turn in the wall of fire or enters the wall of fire for the first time on a turn, the creature takes 22 (4d10) fire damage. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

Spellcasting. The balor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):

At will: darkness, detect magic, fireball, major image

3/day each: banishment, dispel magic, fire storm, invisibility, locate creature, mirror image, polymorph, telekinesis, wall of fire

1/day each: dominate monster, incendiary cloud, reverse gravity, teleport

Summon Demons (1/Day). The balor chooses what to summon and attempts a magical summoning. The balor has a 75 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. A summoned demon appears in an unoccupied space within 60 feet of the balor, acts as an ally of the balor, and can't summon other demons. It remains for 1 minute, until it or the balor dies, or until the balor dismisses it as an action.

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.

Legendary Actions

The balor can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

Abyssal Magic. The balor uses Spellcasting or Teleport.

Whip Strike. The balor makes a Whip attack.

Flaming Pillars (Costs 2 Actions). The balor creates up to four 10-foot-radius, 30-foot-high cilynders of abyssal fire centered on four different points it can see within 120 feet of it. A creature can only be affected by one pillar. Each creature inside the areas of the pillars, must make a DC 21 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one.

Frightful Presence (Costs 2 Actions). Each creature of the balor's choice that is within 120 feet of it and is aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the balor's Frightful Presence for the next 24 hours.

Description

Physical Description.

"This winged fiend’s horned head and fanged visage present the perfection of the demonic form, fire spurting from its flesh."

Balor.

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.

Balor Lord.

Even more terrible than the typical balor are those who do not call a demon lord their master, but instead are masters themselves. A balor lord typically rules over a region no larger than half the size of the realm in which it resides (as only full demon lords can command the rule of an entire Abyssal realm), and even though most balor lords rule much smaller regions (generally areas comparable in size to a single continent), their power is vast indeed.

Previous Versions

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Monster Tags: Demonfiend

DragOOn1888

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