Huge Fiend (Demon), Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 405 (30d12 + 210)
Speed 40 ft., Fly 80 ft.
STR
28 (+9)
DEX
15 (+2)
CON
24 (+7)
INT
20 (+5)
WIS
16 (+3)
CHA
26 (+8)
Saving Throws STR +17, CON +15, WIS +11, CHA +16
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 13
Languages Abyssal, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Death Throes. When Ballour dies, he explodes, and each creature within 30 feet of him 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 Ballour's weapons.

Fire Aura. At the start of each of Ballour's turns, each creature within 5 feet of him takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches Ballour or hits him with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Magic Resistance. Ballour has advantage on saving throws against spells and other magical effects.

Magic Weapons. Ballour's weapon attacks are magical.

Legendary Resistance (3/Day).  If a saving throw is failed, succeed instead.

Actions

Multiattack. Ballour makes three melee attacks.

Battleaxe. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) slashing damage plus 18 (4d8) acid. If Ballour scores a critical hit, he rolls damage dice three times, instead of twice.

Flail. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage plus 14 (4d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be knocked prone.

Teleport. Ballour magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Bonus Actions

Adrenaline Rush. Ballour chooses one damage type to resist and regains half the damage he deals in hitpoints until the start of his next turn. His speed also doubles.

Abyssal Slam. Ballours leaps up to 40ft forward or into the air, and then slams into the ground with his flail. Each creature within 60ft of the center must make a DC 20 Dexterity save. On a fail, creatures within 60ft fall prone, creatures within 30ft take 6d6 fire damage, and creatures within 15ft take 3d8 damage and are blinded. On a save, take half of any damage taken, and do not fall prone.

Warcry. Ballour lets out a terrible warcry. Each of his allies gain advantage on attacks and saving throws until the start of his next turn, and each enemy must make a DC 18 Wisdom save or be frightened of him until the start of his next turn.

Reactions

Savage's Rebuke. After being hit with a melee attack, Ballour may make a melee attack against that target as a reaction. If it hits, the target must make a DC 22 Strength save or be flung backwards 60 ft. If the target hits a surface, they take an additional 6d6 bludgeoning damage from the force of the impact.

Snatch Soul. As a reaction to an enemy falling to 0 hitpoints, Ballour may steal their soul, increasing his damage equal to that creature's CR or level until that creature damages Ballour again. He may only have one soul at a time. That creature may still be revived, but they are missing part of their humanity.

Legendary Actions

Ballour can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ballour regains spent legendary actions at the start of its turn.

Explosive Fury. Ballour moves up to his speed, and may move through other creatures. Any creature he moves through must make a DC 20 Strength save or be pushed back 10ft and knocked prone.

Butcherer (2). Ballour strikes at the weak points of his opponents, spilling as much blood as possible. Make a melee attack roll against another creature. On a hit, the creature takes half the damage of the attack, and must make a DC 20 Constitution save or be deeply wounded. This creature's speed is halved, and they have disadvantage on attack rolls and Dexterity and Strength saves. The creature may reroll the save at the end of each of their turns, no action required.

Blinding Blight (3). The abyssal fire within Ballour surges, and each creature who sees him must make a DC 20 Constitution save or be blinded. A creature may reroll the save at the end of each of their turns, and each time they fail a save, they take 4d6 necrotic damage. 

Description

Ballour is the mortal enemy of player-character Darby Casores, better known as Allin Weeper, and a demon lord of the Abyss who is amassing an army in the Blood War. Years ago, Ballour sent an assassin to kill Darby's father, Jamison, as Jamison was planning an infiltration and assassination of Ballour due to the threat of his growing power. If the demons won the Blood War, they could invade the Material Plane and cosmos, causing unprecedented death and chaos. Darby has come to avenge his father, and perhaps save his still-living brother who has been kept in captivity, tortured for years on end. 

Ballour is the epitome of a barbarian. He cares for little other than for glory in battle and finds that very little cannot be solved at the end of an axe head. He fights fiercely and without concern for his well-being, and has hosts of obedient servants willing to support him in any conflict he encounters.

Ballour stands as tall as a storm giant, and as built as a cyclops. He wields an acidic battleaxe and a flaming flail, with two enormous, leathery wings on his back.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the Ballour takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

- Magic Nullification: all active spells that affect fiends or other non-humanoids specifically can be ended, and Ballour gains temporary hitpoints equal to 10xspell levels

- Devout Servants: Ballour can summon up to a combined CR of 17 demons throughout his castle to fight for him.

- Chains of Hate: Each intruder in Ballour's lair makes a DC 19 Dexterity saving throw, and on a fail is restrained by infernal chains until the end of their next turn. Each time a restrained creature takes damage, they take an extra 2d10 fire damage as the chains sear into their skin.

 

Monster Tags: DemonDemon Lord

Ratanuik

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