Huge Fiend (Demon, Fiend), Chaotic Evil
AC 20 (Nature Armor)    Initiative +2 (12)
HP 312 (25d12 + 150)
Speed 40 ft., Fly 80 ft.
Mod Save
STR 26 +8 +15
DEX 15 +2 +2
CON 22 +6 +13
Mod Save
INT 20 +5 +5
WIS 18 +4 +11
CHA 22 +6 +13
Skills Athletics +15, Intimidation +13, Perception +11, Stealth +9
Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Fire, Poison; Poisoned
Senses Darkvision 300 ft., Truesight 120 ft.; Passive Perception 21
Languages Abyssal, Common, Telepathy 120 ft.
CR 21 (XP 33,000; PB +7)
Traits

Death Throes. When the Balor dies, it explodes, and each creature within 30 feet of it must succeed on a DC 21 Dexterity saving throw. On a failed save, a creature takes 70 (20d6) Fire damage. On a successful save, a creature takes half damage. The explosion ignites flammable objects in that area that are not being worn or carried, and it destroys the Balor’s weapons.

Fire Aura. At the start of each of the Balor’s turns, each creature within 5 feet of it takes 10 (3d6) Fire damage, and flammable objects in the aura that are not being worn or carried ignite. A creature that touches the Balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Innate Spellcasting. The Balor's innate spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The Balor can innately cast the following spells, without providing material components:

At Will: Control Flames, Darkness, Detect Magic, Mage Hand (the hand is invisible), Minor Illusion, Polymorph, Scorching Ray (cast at 4th–Level), Thaumaturgy

3/Day Each: Dispel Magic, Dominate Person, Heat Metal, Major Image, Telekinesis

1/Day Each: Dominate Monster, Fire Storm, Power Word Stun

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

Magic Weapons. The Balor's weapon attacks are considered magical.

Actions

Multiattack. The Balor can use its Frightful Presence. It then makes two attacks: one with its Longsword and one with its Whip.

Longsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) Slashing damage plus 14 (4d6) Lightning damage. If the Balor scores a critical hit, it rolls damage dice three times, instead of twice.

Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) Slashing damage plus 18 (4d8) Fire damage. On a hit, the target must succeed on a DC 23 Strength saving throw. On a failed save, the target is pulled up to 30 feet toward the Balor.

Frightful Presence. Each creature of the Balor's choice that is within 120 feet of the Balor and aware of him must succeed on a DC 21 Wisdom saving throw. On a failed save, a creature is Frightened of the Balor for one minute. A creature Frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Balor Frightful Presence for the next 24 hours.

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.

Meteor Strike (1/Day). While flying, the Balor Lord dives at least 40 feet toward a target space on the ground, creating a massive explosion in a 50–foot–radius Sphere centered on the Balor. This sprays rock and fire in all directions and forms a crater the size of the explosion. All creatures within the area must succeed on a DC 21 Strength saving throw. On a failed save, a creature takes 21 (6d6) Fire damage, 21 (6d6) Bludgeoning damage, and is knocked Prone. On a successful save, a creature takes half damage and is not knocked Prone. Additionally, the ground in that area becomes Difficult Terrain and is engulfed in flames for ten minutes. A creature that starts its turn in the area while it is still in flames takes 10 (3d6) Fire damage. Each 5–foot–square portion of the area requires at least 30 minutes to clear by hand.

Summon Demon (1/Day). As an action, the Balor summons either 1d12 Vrock, 1d10 Hezrou, 1d8 Glabrezu, 1d6 Nalfeshnee, 1d4 Marilith, or one Goristro. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can not summon other demons. It remains until it dies, its summoner dies, or until its summoner dismisses it as an action.

Legendary Actions

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 each of their turns.

Attack. The Balor makes a single attack with its Longsword or Whip.

Move. The Balor moves up to half its speed.

Cast a Spell (Costs 2 Actions). The Balor casts a spell from its Innate Spellcasting list, using a spell slot as normal.

Teleport (Costs 2 Actions). The Balor uses its Teleport action.

Infernal Blast Wave (Costs 3 Actions). Infernal fire erupts and surges from the Balor, striking creatures around it. Each creature within 20 feet of the Balor must succeed on a DC 21 Dexterity saving throw. On a failed save, a target takes 14 (4d6) Fire damage, 14 (4d6) Necrotic damage, and starts Burning. On a successful save, a target takes half as much damage and does not burn.

Description

Balor Lords are amongst the mightiest of demons, second only to 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.

Figures of ancient and terrible evil, Balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them.

Wielding a flaming whip and a longsword that channels the power of the storm, a Balor’s battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes.

Monster Tags: Demonfiend

Habitat: MountainPlanar (Abyss)Planar (Lower Planes)UnderdarkUrban

DaemonSultan

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