Large Fiend (Demon), Neutral
Armor Class 16 (natural armor)
Hit Points 262 (1d4 + 30)
Speed 30 ft., Fly 30 ft.
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
15 (+2)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws STR +5
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 3 (700 XP)
Proficiency Bonus +2
Traits

Death Throes. When the balor dies, it explodes, and each creature within 15 feet of it must make a DC 14 Dexterity saving throw, taking 2D8 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 1D4  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 1D4 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.

Actions

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

Longsword. Melee Weapon Attack:+2; to hit, reach 10 ft., one target. Hit: 2D4; slashing damage 1D4 lightning damage. If the balor scores a critical hit, it rolls damage dice three times, taking the highest 2 results

Whip. Melee Weapon Attack: +2; to hit, reach 10 ft., one target. Hit: 2D4 slashing damage +2 fire damage, and the target must succeed on a DC 14 Strength saving throw or be pulled up to 5 feet toward the balor.

Teleport. Using its movement for the turn, the balor magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. 

Shadow Emergence. Can emerge from its caretakers shadow wearing/holding what it wants.

Reactions

Shadow Hide. Can hide in its owners shadow at will from anywhere on the same plane. After taking damage it has to remain in the shadow for minimum of 2 hours before it can emerge.

Description

Docile and hates combat. Prefers to be useful to its owner. Hesitates to meet new people but with encouragement warms up to people. Loves using its skills to help others rather then harm them. Also loves showing off its muscles with feats of strength that benefit others.

Monster Tags: Demon

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