Huge Fiend (Demon), Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 283 (22d12 + 140)
Speed 40 ft., Fly 80 ft.
STR
26 (+8)
DEX
18 (+4)
CON
24 (+7)
INT
22 (+6)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws STR +14, CON +13, WIS +10, CHA +13
Damage Resistances Acid, Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Tremorsense 60 feet, Truesight 120 ft., Passive Perception 13
Languages Abyssal, Common, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

End's Revenge.  When the balor general dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 40 force and 40 fire damage as the explosion releases all of its magical energies destroying its weapons. creatures that pass the save half damage.  

Mystical Aura. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 force damage as the crackling aura of raw magic 

Magic Resistance. The balor general has advantage on saving throws against spells and other magical effects.

Magic Weapons. The balor general's weapon attacks are magical.

Innate spellcasting. The balor is capable of casting spells (spell save dc 22). The Balor knows the following spells.

At will Fireball, lightning bolt

1/day Flame strike, Storm Sphere 

1/week shapechange 

Actions

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.

Mystical command (2/day). The demon orders a demonic underling to aid it in battle. The balor general can choose 1d6 demons to appear loyal to it. The chosen demons  must be cr 10 or below and are all of the same type. 

A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons though can use any and all other abilities. Until it or its summoner dies, or until its summoner dismisses it as an action.

Legendary Actions

1/day can change the damage type of a spell used within 200 feet to a damage type of its choosing

1/day can change a failed roll into a success or change a successful roll into a failure

1/day can cast counterspell as a third level spell 

Description

Some Balor through the constant fighting and scheming manage to push their already immense powers to new heights as they tap into new reserves of mystical power. Using their new found power to bring all but the strongest of demons under their banner as they carve out their own kingdoms in the abyss. Those that do not have their own minor domain serve as the second in command for demon lord's vast and terrible armies. Keeping their soldiers in line with the ever present crack of its lash.  

Monster Tags: Demon

Orchardn

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