Huge Fiend (Demon), Chaotic Evil
AC 20    Initiative +16 (26)
HP 312 (25d12 + 150)
Speed 40 ft., Fly 80 ft.
Mod Save
STR 26 +8 +8
DEX 15 +2 +2
CON 22 +6 +13
Mod Save
INT 20 +5 +5
WIS 18 +4 +11
CHA 22 +6 +6
Skills Perception +11
Resistances Cold, Lightning
Immunities Fire, Poison; Charmed, Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 21
Languages Abyssal, Telepathy 120 ft.
CR 21 (XP 33,000; PB +7)
Traits

Death Throes. The balor explodes when it dies. Dexterity Saving Throw: DC 21, 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.

Actions

Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack.

Flame Whip. Melee Attack Roll: +15, 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: +15, 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.

Meteor Strike (1/Day). While flying, the balor dives at least 40 feet toward a target point on the ground, creating a massive explosion, spraying rock and fire in all directions. Dexterity Saving Throw: DC 21, 30-foot Emanation originating from the Balor. Failure: 21 (6d6) Fire damage plus 21 (6d6) Force damage and is pushed up to 10 feet away from the balor and knocked Prone. Success: Half damage. Failure or Success: The ground in that area becomes Difficult Terrain is engulfed in flames for ten minutes.  A creature that starts its turn in the area while it is still in flames takes 13 (3d8) Fire damage. Each 5-foot square portion of the area requires at least 30 minutes to clear by hand. 

Spellcasting. The balor casts one of the following spells, requiring no material components and using Charisma  as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): 

At Will: Detect Magic, Fire Bolt (3d10), Polymorph (self only)
3/Day Each: Dispel Magic, Dominate Person, Telekinesis
1/Day Each: Dominate Monster, Fire Storm, Power Word Stun

Bonus Actions

Teleport. The balor teleports itself or a willing demon within 10 feet of itself up to 120 feet to an unoccupied space the balor can see.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the balor can expend a use to take one of the following actions. The balor regains all expended uses at the start of each of its turns.

Attack. The balor makes a melee weapon attack. The balor can’t take this action again until the start of its next turn.

Cast a Spell. The balor uses Spellcasting. The balor can’t take this action again until the start of its next turn.

Teleport. The balor uses Teleport. The balor can’t take this action again until the start of its next turn.

Description

Balor lords are amongst the mightiest of demons, second only to the Demon Princes of the Abyss and Demon Lords. Unlike normal balors, balor lords have terrifying cataclysmic powers and additional magical abilities. 

There are currently only a few known balor lords. Some of the well-known ones are Alzoll, Axithar, Badrazel, Balor (the original and strongest of all balors), Chare'en, Errtu, Ndulu, Ter-Soth, and Wendonai. 

Habitat: Planar (Abyss)

TheHollowHunter

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