| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +10 |
| DEX | 17 | +3 | +7 |
| CON | 22 | +6 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 9 | −1 | −1 |
| CHA | 13 | +1 | +1 |
Death Throes. When the balrog dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 35 (10d6) 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 balrogs weapons.
Fire Aura. At the start of each of the balrog’s turns, each creature within 5 feet of it takes 4 (1d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the balrog or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
Innate Spellcasting. The balrog's spellcasting ability is Intelligence (spell save DC 16). The balrog can innately cast the following spells, requiring no material components:
At will: Green-Flame Blade
3/day: Fireball (9d6)
2/day each: Haste, Power Word Kneel
5/day: Puppet, Shield,
Magic Resistance. The balrog has advantage on saving throws against spells and other magical effects.
Magic Weapons. The balrog’s weapon attacks are magical.
Multiattack. The balrog makes two attacks: one with its Battleaxe and one with its whip.
Battleaxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (2d8 + 6) slashing damage. If the balrog scores a critical hit, it rolls damage dice three times, instead of twice.
Whip. Melee Weapon Attack: +10 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 18 Strength saving throw or be pulled up to 25 feet toward the balor.
Smoky Step: 8/Day Teleport to an unoccupied space it can see within 40ft.
Tormenting Flame. 60ft. When you are hit with an attack that deals critical damage, you are able to strike back at your attacker with a blast of fire. After the damage is dealt, make a ranged spell attack against your attacker if you can see them and they are within range. On a hit, a target takes 2d12 fire damage.
1 Legendary Action.
Swift Evasion: Move it's speed without taking opportunity attacks.
Flaming strike: Can cast the Flaming blade cantrip
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