Huge Fiend (Demon), Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 362 (21d12 + 226)
Speed 40 ft., Fly 80 ft.
STR
26 (+8)
DEX
15 (+2)
CON
30 (+10)
INT
20 (+5)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws STR +14, CON +16, WIS +10, CHA +12
Damage Resistances Acid, 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 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.

Legendary Resistance (2/Day). 

Actions

Multiattack. The balor makes four attacks: one with its longsword and three with its whip.

Graz'tchar. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage.if it hits a creature with an Intelligence score of 4 or higher, the target takes an additional 3d6 damage and makes a Charisma saving throw (DC 17). On a failure, the target is charmed by the wielder for up to one hour. If the wielder hits the creature again while it is charmed, the additional damage increases to 10d6 and the charm ends. On a successful save or when the charm ends, the target cannot be charmed again in this way for 24 hours. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.

  • Corrosive Submission: When Graz'tchar hits a creature with an Intelligence score of 4 or higher, the target takes an additional 3d6 damage and makes a Charisma saving throw (DC 17). On a failure, the target is charmed by the wielder for up to one hour. If the wielder hits the creature again while it is charmed, the additional damage increases to 10d6 and the charm ends. On a successful save or when the charm ends, the target cannot be charmed again in this way for 24 hours.
  • Sentience: Graz'tchar has an Intelligence of 14, a Wisdom of 12, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. It can speak, read, and understand Common, and communicate telepathically with its wielder. A creature who succeeds on an Insight check (DC 26) while listening to the blade's voice detects the blade's true malicious inten.

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.

Legendary Actions

2 Legendary Action's.

Graz'tchar. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage.if it hits a creature with an Intelligence score of 4 or higher, the target takes an additional 3d6 damage and makes a Charisma saving throw (DC 17). On a failure, the target is charmed by the wielder for up to one hour. If the wielder hits the creature again while it is charmed, the additional damage increases to 10d6 and the charm ends. On a successful save or when the charm ends, the target cannot be charmed again in this way for 24 hours. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.

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.

Monster Tags: Demon

Acdcwarrior073274698

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