| Mod | Save | ||
|---|---|---|---|
| STR | 27 | +8 | +15 |
| DEX | 16 | +3 | +3 |
| CON | 23 | +6 | +13 |
| Mod | Save | ||
|---|---|---|---|
| INT | 23 | +6 | +6 |
| WIS | 16 | +3 | +10 |
| CHA | 22 | +6 | +13 |
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.
Fire Absorption. Whenever the balor lord is subjected to fire damage from other sources than its own, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Bloodied. When the Balor is below half of its hit point maximum, it becomes bloodied. While bloodied, it gains the following effects:
Strength: Greater Fire Aura. While bloodied, the Balor's Fire Aura extends to 10 ft. and deals an extra 3 (1d6) fire damage.
Strength: Made it Angry. While bloodied, the Balor has advantage on saving throws against being charmed, frightened, knocked prone, stunned, and dazed.
Trigger: Teleporting Strike. When the Balor first becomes bloodied, it can use its reaction to teleport, and immediately make a longsword attack afterward.
Blazing Gaze. When a creature that the balor can see and that can see the balor's eyes starts its turn within 45 feet of it, it is Enflamed for 11 (2d10) fire damage at the start of each of its turns (action to douse fire). Unless surprised, a creature can avert its eyes to avoid this effect at the start of its turn. If the creature does so, it can't see the balor until the start of its next turn, when it can avert its eyes again. The Balor can use a bonus action to enable or disable this trait.
Huge Stature. A creature adjacent to the balor may spend half of its movement to attempt a DC 22 Strength (Athletics) check. On a success, the creature climbs onto the balor. While climbing on the balor, a creature has advantage on melee attacks against the balor, and the balor has disadvantage on melee attacks against it.
Damage dealt to the Balor Lord without advantage is treated as if the Balor Lord is resistant to the damage.
Legendary Resistance (2/Day). If the balor fails a saving throw, it can choose to succeed instead.
Magic Resistance. The balor lord has advantage on saving throws against spells and other magical effects.
Magic Weapons. The balor lord's weapon attacks are magical.
Lethal Critical. If the Balor Lord scores a critical hit using its Longsword attack, the target must make a DC 20 Constitution saving throw. If the target fails and has a head, it is decapitated. If the target succeeds the saving throw, the target is not decapitated. If the target is immune to magical slashing damage, this effect does not activate.
Innate Spellcasting. The balor lord's innate spellcasting ability is Charisma (spell save DC 22). The balor can innately cast the following spells, without providing material components:
At will: detect magic, fire bolt (11th level), polymorph(self only)
3/day each: dispel magic, telekinesis, fireball (5th level)
1/day each: fire storm, power word stun, fire shield (warm shield), wall of fire (6th level), incendiary cloud
Multiattack. The balor makes two attacks: one with its longsword and one with its whip. It then uses its Frightful Presence.
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.
Each other creature within 5 feet of the target must succeed on a DC 23 Dexterity saving throw or take half the attack's damage.
Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 43 (10d6+8) fire damage, and the target must succeed on a DC 21 Strength saving throw or be pulled up to 25 feet toward the balor lord.
For each roll of 6 on the damage dice, this attack deals an additional 1d6 fire damage.
Headripper Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 27 (3d12 + 8) piercing damage. If this damage reduces the target to 0 hit points, it must succeed on a DC 16 Constitution saving throw or be decapitated.
Teleport. The balor lord magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Frightful Presence. Each creature of the balor lord's choice that is within 120 feet of it and is aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the balor's Frightful Presence for the next 24 hours.
Blazing Orb (Recharge 6). The Balor Lord hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 21 Dexterity saving throw. The sphere spreads around corners. A creature takes 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.
Meteor Strike (1/Day). While flying, the balor lord dives at least 40 feet toward a target point on the ground, creating a massive explosion 30 feet in diameter centered on the balor lord. Each creature within 30 feet of the balor must succeed on a DC 21 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) fire damage and 21 (6d6) bludgeoning damage and is pushed up to 10 feet away from the balor and knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone. Additionally, the area of the explosion becomes difficult terrain and is engulfed in flames for 10 minutes. A creature that starts its turn in that area takes 11 (2d10) fire damage. Each 5-foot portion of difficult terrain takes 30 minutes to clear by hand.
Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
A balor lord can automatically summon 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. A balor lord has a 50% chance to summon 1 balor.
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. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Brutal Display. When a friendly creature the balor lord can see misses an attack, the balor lord can make a whip attack against it.
Each allied creature within 30 feet of the balor lord gain advantage on the first attack on its following turn.
The balor can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The balor regains spent legendary actions at the start of its turn.
Abyssal Magic. The Balor Lord casts Fire Bolt or Teleports.
Whip Strike. The Balor Lord makes a Whip attack.
Meteor Stride. The balor moves up to half its fly speed, then drops to the ground. Each creature in the space where it lands is pushed to the nearest unoccupied space and must succeed on a DC 23 Dexterity saving throw or take 13 (3d8) bludgeoning damage.
Flaming Pillars (Costs 2 Actions). The Balor Lord creates up to four, 10-foot-radius, 30-foot-high cilynders of hellfire centered on up to four points it can see within 120 feet of it. A creature can only be affected by one pillar. Each creature inside the areas of the pillars, must make a DC 23 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one. These pillars dissipate after 1 minute.
Wrathful Devotion (Costs 2 Actions). The balor lets out a teeth-rattling roar of challenge. Each creature of the balor's choice within 30 feet of it must succeed on a DC 21 Wisdom saving throw or be unable to target creatures other than the balor with attacks or harmful spells until the beginning of the balor's next turn.
Inspire Bloodlust (Costs 2 Actions). The balor teleports up to 60 feet to an unoccupied space it can see and makes an attack.
Each demon within 120 feet of the balor that can see it may use its reaction to move up to half its speed directly toward the attack's target.
Infernal Blast (Costs 2 Actions). Infernal fire erupts and surges from the balor lord, striking creatures around it. Each creature within 20 feet of the balor must succeed on a DC 23 Dexterity saving throw. On a failed save, the target takes 14 (4d6) fire damage. On a successful save, the target takes no damage.
Cast a Spell (Costs 3 Actions). The Balor Lord uses Innate Spellcasting.
Description
When a creature gains control over an entire layer of the Abyss, it physically transforms into a different being, into a Demon Lord. Balor Lords are balor demons that control up to half a layer of the Abyss, an impressive feat in its own right. Whether a Balor Lord rules because of its innate strength, or gains that strength through domination of the Abyss is unknown. All that is known is that Balor Lords are physically and magically superior to their lesser brethren, standing roughly 15ft. tall, weighing nearly 5,000 pounds and boasting devastating fire magic.
Balor Lords are independent of any Demon Lord, often competing with other powerful demons for control over their abyssal layer. However, they may enter service to a Demon Lord temporarily in an attempt to bolster their own power and reputation.
Each Balor Lord is a unique individual, so remember to give them a unique array of weapons, spells, and Magic items to work with.
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