Huge Fiend (Demon), Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 362 (21d12 + 226)
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
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 13
Languages Abyssal, Telepathy 120 ft.
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Death Throes. When Badrzael 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, with the exception of Emberbane, the Flaming Blade

Fire Aura. At the start of each of Badrazel 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.

Flames of War. When Badrazel slays a creature, fire spirals out of the creature's body. Each enemy creature within 5 feet must make a DC 18 Dexterity saving throw or take (1d12) fire damage.

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

Magic Weapons. Badrazel's weapon attacks are magical.

Actions

Multiattack. The balor makes two attacks: one with Emberbane and one with its whip.

Emberbane, the Flaming Blade. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 24 (2d12 + 11) slashing damage plus 13 (3d8) fire 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.

Volley of Fire. Badrazel calls forth a volley of spectral flaming arrows, on a point within 400 feet. Each creature within a 60-feet sphere centered on that point must make a DC 18 Dexterity saving throw. On a failed save, the creature takes 21 (6d6) piercing damage and 21 (6d6) fire damage. On a successful save, the creature takes half as much damage. Badrazel can use this feature once every 24 hours.

Lightning Sword (Recharge 5–6). Badrazel conjures a lightning sword that travels in a 30-­foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Teleport. Badrazel magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Monster Tags: Demon

SigDottorScotti

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