Death Throes. When the archfiend 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 archfiend 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 archfiend has advantage on saving throws against spells and other magical effects.
Magic potency. All magic attack spells cast by this creature have advantage on saving throws and do +5
Multiattack. The archfiend makes two attacks: one with its negative energy beam and one with its whip.
Negative energy beam. Attack spell: [rollable] +7; 5d8+7; 60 feet of range: deals necrotic damage; Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them.
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 archfiend magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. If it is within 15 feet of another entity roll for wisdom saving throw 13+ or take 2d10 necrotic damage. Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harming them.
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