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, 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 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: +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: 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.
As a Bonus Action, Anar can attempt to corrupt the mind of a creature he can see within range. Any creature can fall under his control. The Target must then make a Wisdom Saving Throw of 17 or the Creature will not attack Anar and be temporarily unable to attack him. The Creature can still take action, Just not against Anar.
Repel. After Anar has taken a certain amount of damage, whenever a creature attacks him, he can repel the damage back at the creature. This reaction has a 1-minute cooldown.
Legendary Resistance. If Anar fails a Saving Throw, he can choose to succeed it. 3 Maximum
Legendary Action. If Anar fails a To Hit Roll, he can choose to make it succeed. 3 Maximum
Lair and Lair Actions
Anar has made himself a nice home inside a Sentient Mansion. He remains in a hidden chamber filled with fire and lava, it is where all the gold is made. Geysers of Volcanic lava spread across the area.
While Anar is alive, he has control over the Chamber.
- Anar can shift the room to whatever he wishes it to be. Whether it is a livable space, A Prison, or a Lava Pit. There is no limit to what Anar can shift the Lair into.
- Anar has control over the entire Mansion above him. He can create Undead and control former servants to do his bidding.
- While within his Chamber, Anar can also control the weather, He can make Flaming Rain fall from the sky, and he can cause earthquakes and/or Volcanic eruptions from the ground.
- Anar can also summon servants from The Nine Hells. He can summon a Bone Devil, Chain Devil, Balgura, Shadow Demon, Vrock, Horned Devil, Ice Devil, Armaninte, Babau, and Shoosuva.
- While within his Lair, Anar can also summon forth Undead. Mainly Zombies.
When Anar dies within his chamber, his chamber dies with him. A Portal will open temporarily, any living creatures who are inside the Lair will have exactly 15 seconds to react before the Lair collapses. When they enter the portal, they will be teleported outside of the Mansion door.
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