Huge Fiend, Chaotic Evil
Armor Class 21 Natural Armor
Hit Points 225 (18d12 + 108)
Speed 80 ft., Climb 40 ft.
STR
26 (+8)
DEX
20 (+5)
CON
22 (+6)
INT
19 (+4)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws STR +15, CON +13, CHA +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Necrotic, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft, Passive Perception 13
Languages Black Speech, Common, Telepathy 120 ft
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Fire Aura. At the start of each of the balrog's turns, each creature within 5 feet must make a constitution save (DC 13) or take 3d6 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 must also make the constitution save or take 3d6 fire damage. The balrog also sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

Legendary Resistance (3/Day). If the Balrog fails a saving throw, it can choose to succeed instead.

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

Magic Weapons. The balrog's weapon attacks are magical.

Actions

Multiattack. The Balrog makes 1 longsword attack, 1 whip attack, and 1 attack with its horns. Or the Balrog can use its breath of fire and Lava. 

Flaming Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 29 (3d12 + 8) slashing damage plus 27 (6d8) fire damage. 

Flaming Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 26 (3d10 + 8) slashing damage plus 27 (6d8) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balrog.

Horns. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (26) 4d8 + 8 slashing damage. The target must then make a DC 20 strength saving throw, on a failure the creature is pushed 15 feet, and knocked prone, on a success the target is only pushed 5 feet, and is not knocked prone. 

Breath of Fire and Lava (Recharge 5-6). The balrog exhales fire and lava in a 60-foot cone. Each creature in that area 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.

Legendary Actions

The Balrog 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 Balrog regains all spent legendary actions at the start of its turn. 

Weapon attack. The Balrog makes a attack with either its Flaming Sword, or its Flame Whip. 

Move. The Balrog moves up to half its speed without provoking opportunity attacks.

Description

Balrogs are towering demons, wreathed in flame. They have glowing eyes, and great black horns. They shroud themselves in fire, smoke, and shadows. Created during the first age by the dark lord Morgorth, Balrogs exist to cause chaos, and destroy all that is good in the world.

Corrupted Maiar. Long ago in the first age, Melkor corrupted seven of the Maiar to join his cause by promising them great power and riches. Melkor then gave them great power by transforming them into Balrogs. While the Maiar where kind and peace loving, the Balrogs sought to destroy, kill, and cause chaos.

Weapons. When the Balrogs were first created they used great black battle axes but, other more useful weapons were created for them. The new weapons mostly used fire to inflict greater damage on their foes. Most of the Balrogs used flaming whips to ensnare their enemies from a great distance, and pull them closer. Most Balrogs also had a great sword, that was coated in ever burning fire. Other Balrogs chose to instead use great maces, that appeared to be made of molten lava. 

The First Age.  The first dwelling of the Balrogs was in the fortress of Utumno in the iron mountains. However, after Melkor's defeat in the Battle of the Powers, the Balrogs and other creatures of Melkor escaped to the fortress of Angband, and hibernated there until Melkor and Ungoliant returned to Angband from destroying the two trees of Valinor. Upon arivial Ungoliant betrayed Morgorth and attempted to kill him. However, Morgorth summoned the Balrogs for the depths of Angband, and they drove Ungoliant away. After driving away Ungoliant they waited several hundred years before they fought in the war of Wrath. During the war the Balrogs were a important part of Morgorth's army. They played a key roll in the fall of Gondolion when they rode on dragon back into the city, and then destroyed it. During the battle Ecthelion,  the lord of Gondolion, managed to kill the lord of the balrogs, Gothmog, at the cost of his own life. In an attempt to save the city. Another Balrog was slain by Glorfindel, who sacrificed his own life so that his family could escape. The remaining five Balrogs fought until the end of the War of Wrath. All of them died, except one who escaped and hid in the caverns of the misty mountains. 

The Second Age.  During the second age the Balrog that had escaped the War of Wrath was awoken by dwarves that had mined deeply for Mithril. Upon being woken he slew king Durin VI, along with many other dwarves, and earned the tittle Durin's Bane. He destroyed the city of Kaza-dum. After driving out the dwarves he remained in the city, and kept the dwarves from re entering the underground city. 

The Third Age. Durin's Bane, the last of the Balrogs, continued to dwell in Moria, until the Fellowship of the ring came through the mines. When Gandalf confronted the Balrog on the bridge of Kaza-dum he broke the bridge, and cast the Balrog into the canyon, however the Balrog pulled down Gandalf. They had a long battle from the deepest cavern, then up the never ending stair to peak of Caradhras, where they slew each other. Thus the last Balrog of Morgorth was slain. 

Habitat: Mountain

LordWimberton

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes