Mod | Save | ||
---|---|---|---|
STR | 26 | +8 | +8 |
DEX | 15 | +2 | +2 |
CON | 22 | +6 | +12 |
Mod | Save | ||
---|---|---|---|
INT | 20 | +5 | +5 |
WIS | 16 | +3 | +9 |
CHA | 22 | +6 | +6 |
Death Throes. The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6) Fire damage plus 31 (9d6) Force damage. Success: Half damage. Failure or Success: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Fire Aura. At the end of each of the balor’s turns, each creature in a 5-foot Emanation originating from the balor takes 13 (3d8) Fire damage.
Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead.
Magic Resistance. The balor has Advantage on saving throws against spells and other magical effects.
Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack.
Flame Whip. Melee Attack Roll: +14, reach 30 ft. Hit: 18 (3d6 + 8) Force damage plus 17 (5d6) Fire damage. If the target is a Huge or smaller creature, the balor pulls the target up to 25 feet straight toward itself, and the target has the Prone condition.
Lightning Blade. Melee Attack Roll: +14, reach 10 ft. Hit: 21 (3d8 + 8) Force damage plus 22 (4d10) Lightning damage, and the target can’t take Reactions until the start of the balor’s next turn.
Teleport. The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see.
...of Morgoth.
They forgot to give them the Demonic Restoration Trait that every other demon got.
It's part of their Death Throes
Does Death Throes work in an antimagic field? I ruled that it does but my players said it shouldn't, I can't find anything official so I figured I would ask here.
It's something natural for the Balor to do and it's not magical in nature. If it was magical it would say so in the description.
Okay. That’s how I ruled it but I wanted to ask if anyone else saw it different. A ton of magic things in this MM don’t say magic so you never know. All the spell caster attacks don’t say magic even so it’s a 50/50.
I would consider allowing the antimagic field to block the explosion part of the trait, especially if the players created the field to protect themselves from it. It would definitely not, however, prevent the demon from reforming in the abyss.
I would rule that it would be unaffected by the antimagic field. If its death throes where negated it would make sense that its fiery aura, lighting sword and flame wipe would also be negated. That being said the logic of how antimagic field interacts with inherently magical creatures seems messy and inconsistent.
i always thought demons can summon lesser demons. a,m i missing something?
Antimagic field says it stops spells and magical effects. A balor exploding isn't a magical effect, its literally a walking bomb. If you threw a bomb into an antimagic field, it still explodes because its not magical fire. The Balor is literally the embodiement of fire.
As always, first the art is amazing. 10 times better than the old one. Demons and fiends were treated nicely.
For the changes: i dont realy understand why it lost his good str and cha saving throw. -6 is auch a big difference. But he got the now typical legendary resistance so i giess that outhweights the change. 25 average HP more is nice but doesnt change much.
Having a higher perception and passiv perception was quite nice. And hes now immune aganst charm and frightened
His explosion now deals 2d6 dmg less but is splittbetween fire and force. A win in my opinion cause i saw fire resistance quite often. His Aura also deals 3 dmg more and its a nice change that it does so at the end of his turn not the start. (Also to everyone not ppl hitting it).
His lightning blade now deals force dmg instead of slashing and his lightning dmg increased by 9 on average. I love that instead of higher crit dmg, it takes away the reaction. (Cause i never roll 20) never was a fan of higher crit dmg. This had either no imps t at all or escalated real quickly so the new ability feels nice to have.
Whip hat similar changes. Force instead of slashing. Tve overall dmg is the same but they lowered the fire dmg and focused more on the force part. Better dmf split overall is always nice. Now he automatically pulls AND the target falls prone. Paired with the change to his teleport as an bonus action he can threaten the poor backline very fast (range was halfed but still) especially with his +14!!! On initiative
Overall way more scary than before.
yo his new pfp is fire
get it?
bc hellfire and stuff?
no?
just a balrog lmao
I dont understand why they put force damage instead of magical slashing/bludge/piercing on so many high level creatures... Barbarian needed a debuff that much? For the rest, i would call that statblocks a slight improvment... but i think i will instead use 2014 and just give it 2 lr, thanks.
I like it being 2 bigger attacks instead of 4 tiny attacks.