Fiendish Regeneration. Balam regains 40 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Balam dies only if he starts his turn with 0 hit points and doesn't regenerate. If Balam dies, his body regenerates, returning to life 13 (2d12) days later.
Greater Magic Resistance. Balam automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss him. Without Balam's permission, no spell, magical item, or feature can observe him remotely or detect his thoughts, creature type, or alignment.
Legendary Resistance (3/Day). If Balam fails a saving throw, he can choose to succeed instead.
Manipulator. Spells cast by Balam do not require verbal or somatic components. Balam's spells and actions ignore immunities to the charmed or frightened conditions.
Multiattack. Balam uses Black Eyes, then makes three Ethereal Lash or Magic Rod attacks.
Ethereal Lash. Ranged Spell Attack: +19 to hit, range 120 ft., one target. Hit: 15 (6d4) force damage plus 10 (4d4) psychic damage. Psychic damage from this attack is doubled against a target that has charmed or frightened conditions.
Magic Rod +3. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 22 (2d8 + 13) bludgeoning damage plus 13 (2d12) psychic or necrotic damage (Balam's choice).
Black Eyes. Balam turns his gaze toward one creature he can see within 120 feet of him. The target must succeed on a DC 24 Charisma saving throw or suffer one of the following effects of Balam's choice:
- Eyes of Agony. The target is assailed by a moment of overwhelming pain, taking 20 (8d4) psychic damage and collapsing prone. If the target was concentrating on a spell, its concentration is broken.
- Eyes of Horror. The target is frightened of Balam until the start of his next turn. The target must take the Dash action and move away from him by the safest route available.
- Eyes of Temptation. The target is charmed by Balam until the start of his next turn. Balam chooses how the target uses its action, reaction, and movement. This condition ends if Balam or his allies attack the target.
Change Shape. Balam magically shape-shifts into a creature that has a challenge rating lower than his own, or back into his true form. The creature cannot be an Undead, Construct, Celestial, or a named creature. He reverts to his true form if his Hit Points are reduced to 0. Any equipment he is wearing or carrying is absorbed or borne by the new form (his choice). In a new form, Balam retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, Greater Magic Resistance, Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features, legendary actions, and Legendary Resistances of that form. While transformed, he can also use this action as a legendary action (Costs 2 Actions).
Aberrant Flaying (Recharge 5–6). Channelling the power of the ancient Baatorians, Balam produces a mass of writhing tentacles from his body and lashes at one creature he can see within 5 feet of him. The target must succeed a DC 26 Dexterity saving throw or take 65 (6d6 + 44) force damage and, if the target is a Large or smaller creature, it has the grappled condition (escape DC 26). While grappled, the creature also has the restrained condition, and Balam can't make Aberrant Flaying attacks. A target who succeeds the initial save takes half damage only. While Balam is grappling a creature in this way, he can only move by teleportation if he is able, teleporting the grappled creature with him. Balam can use his Bonus Action to release a creature he is grappling.
Sundering Rift (Recharge 6). Balam tears a planar rift in a 120-foot cone originating from him, this rift passes through all creatures and objects in that area. Each creature within that area as the rift tears must make a DC 27 Constitution saving throw, taking 52 (8d12) force damage and 26 (4d12) psychic damage on a failed save, or half as much damage on a successful one. All nonmagical objects and vegetation in the area that aren't being worn or carried crumble to dust. The rift lingers for 1 minute, creating an antimagic field covering the area; Balam's spells and actions are unaffected by this field. For the duration, creatures can also see into the Ethereal Plane within the rift's area. This action cannot begin recharging until an active rift has dissipated.
Spellcasting. Balam casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 27):
- At will: Detect Magic, Detect Thoughts, Dispel Magic, Invisibility, Lesser Restoration, Mirror Image, Phantasmal Force, Synaptic Static
- 3/day each: Greater Restoration, Maddening Darkness, Mass Cure Wounds (level 8 version), Mass Suggestion, Mental Prison, Modify Memory (level 9 version), Resurrection, Wall of Force
- 1/day each: Power Word Heal, Power Word Kill, Symbol, Wish
Draining Grip. While Balam is grappling a creature, if the creature is not an undead or construct, he drains its life essence and causes it to take 25 (10d4) necrotic damage; Balam then regains hit points equal to the damage dealt. The target's hit point maximum is reduced by an amount equal to the damage taken, this reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Warping Displacement. Balam teleports, along with any equipment he is wearing or carrying, to an unoccupied space he can see that is between 30 feet and 60 feet of his current location. Creatures of his choice who are either within 10 feet of the space he left, or within 10 feet of his destination space, take 10 (4d4) force damage, and, if they are Large or smaller, must make a DC 23 Strength saving throw. A target failing the save within 10 feet of the space Balam left is pulled straight toward his original location, ending in an unoccupied space as close to his former space as possible; meanwhile, a target failing the save within 10 feet of his destination space is pushed up to 10 feet straight away from him and falls prone. A target who succeeds the save remains in its current location.
Deceptive Escape. In response to being hit by an attack, Balam becomes invisible and teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see, leaving behind an illusory double in his original position. The double is intangible and has an AC of 1. It cannot take actions and cannot move from its position. Both Balam's invisibility and his illusory double remain until the start of his next turn unless he or the double is hit by an attack, in which case the double vanishes and Balam's invisibility ends.
Legendary Action Uses: 3. Immediately after another creature's turn, Balam can expend a use to take one of the following actions. Balam regains all expended uses at the start of each of their turns.
Teleport. Balam uses Warping Displacement.
Cast a Spell (Costs 2 Actions). Balam uses Spellcasting.
Call Underling (Costs 3 Actions). Balam summons an allied pit fiend in an unoccupied space that he can see.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Balam can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:
Command. Balam casts the command spell on every creature of his choice in the lair. He needn't see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets.
Attack. The archdevil uses one of their available melee or ranged attacks against a single foe.
Cast a Spell. The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires concentration, it lasts for the full duration instead.
Deceitful Whispers. The archdevil whispers to a creature they can see within 30 feet. The target must make a DC 22 Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil.
Fiendish Fortitude. The archdevil recharges one of their expended abilities.
Frenzy. The archdevil casts Haste on themself. The effect ends at initiative count 20 of the next round.
Summon Underlings. The archdevil summons allied devils. The summoned devils appear in unoccupied spaces which the archdevil can see. Balam can summon any devil, including another archdevil.
Teleport. The archdevil teleports themself to an area they can see within 120 feet.
Trap. The archdevil casts the Hold Monster spell.
Regional Effects
The regions containing Balam's lair is corrupted by his presence, which creates the following effect:
No Safe Secrets. Within 100 miles of his lair, Balam attempts to detect the deepest thoughts of characters and decipher their intentions. Characters must succeed on a DC 24 wisdom saving throw to prevent this. Failing the save, Balam can manifest illusions in the minds of characters whose thoughts he has read based on the information he had discovered, these illusions function as if he had cast the Phantasmal Force spell.
If Balam dies, the effects fade over the course of 1d10 days.
Previous Versions
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