Aura of Fire: At the start of each of the Balor’s turns, each creature within 10 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 10 feet of it takes 10 (3d6) 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.
Multiattack: The Balor makes two attacks: one with its Longsword and one with its Whip.
Longsword: Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 10 (3d6) fire damage.
Whip: Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 13 (2d6 + 5) 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.
Fire Burst (Recharge 5-6): The Balor releases a burst of fire in a 30-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.
The Balor 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. The Balor regains spent legendary actions at the start of its turn.
- Detect: The Balor makes a Wisdom (Perception) check.
- Attack: The Balor makes a melee attack.
- Teleport (Costs 2 Actions): The Balor uses its Teleport ability.
Description
Enter a general description for your monster here.
Comments