Huge Fiend (Demon), Typically Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 262 (21d12 + 126)
Speed 40 ft., Fly 80 ft.
STR
26 (+8)
DEX
15 (+2)
CON
22 (+6)
INT
20 (+5)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws STR +14, CON +12, WIS +9, CHA +12
Skills Arcana +11, Athletics +14, Deception +12, Insight +9, Intimidation +12, Perception +15, Religion +11
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 25
Languages Abyssal, Telepathy 120 ft.
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Death Throes. When the balor dies, it explodes, and each creature within a 30-foot-radius sphere centered on the balor 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 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 10-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.

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 to such damage.

Actions

Multiattack. The balor makes two Longsword attacks and one Whip attack. It also uses Frightful Presence. The balor can replace an attack with a use of Spellcasting or Teleport.

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.

Whip. Melee Weapon Attack: +14 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 22 Strength saving throw, or be pulled up to 25 feet toward the balor.

Flaming Pillars (Recharge 5-6). 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 20 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much on a successful one. The areas affected by the pillars become walls of fire for 1 minute. The area within a wall of fire is difficult terrain, and when a creature ends its turn in a wall of fire or enters a wall of fire for the first time on a turn, the creature takes 18 (4d8) fire damage. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

Frightful Presence. Each creature of the balor's choice that is within 120 feet of it and is aware of it must succeed on a DC 20 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.

Spellcasting. The balor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20):

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, teleport

Summon Demons (1/Day). The balor chooses what to summon and attempts a magical summoning. The balor has a 50 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.

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.

Monster Tags: Demonfiend

DragOOn1888

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