Huge Fiend (Demon), Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 312 (25d12 + 150)
Speed 40 ft., Fly 80 ft.
STR
26 (+8)
DEX
15 (+2)
CON
22 (+6)
INT
20 (+5)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws STR +15, CON +13, WIS +10, CHA +13
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 13
Languages Abyssal, Telepathy 120 ft.
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Constitution saving throw, taking 70 (20d6) necrotic damage on a failed save, or half as much damage on a successful one. The explosion turns any creatures that it kills into shadow demons that seek to avenge the balor's death, and it destroys the balor’s weapons.

Necrotic Aura. At the start of each of the balor’s turns, each creature within 5 feet of it takes 10 (3d6) necrotic damage. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) necrotic damage.

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

Magic Weapons. The balor’s weapon attacks are magical.

Actions

Multiattack. The balor makes two attacks: one with its Sickle and one with its Chain.

Sickle. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) necrotic damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.

Chain. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.

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.

Variant: Summon Demon(1/Day). The demon chooses what to summon and attempts a magical summoning.

A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.

A summoned demon appears in an unoccupied space within 60 feet of the summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until its summoner dies, or until its summoner dismisses it as an action.

Bonus Actions

The Black Mark (1/short or long rest). The Balor points at the target of its ire and calls the attention of Orcus to hasten their death. The Balor gains the following benefits against its target for 1 minute:

  • A bonus of 13 necrotic damage to damage rolls against the target.
  • Any attack roll made against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, the Balor regains 50 hit points.
Reactions

Pull of Thanatos. If a creature is reduced to zero hit points within 60 feet of the Balor, it can impose disadvantage on its death saving throws.

Servant of Tenebrous. If a humanoid dies within 60 feet of the Balor, they can raise its corpse as a wight under its control. if the Balor dies before the wight, then the wight transforms into a revenant that tries to avenge the Balor's death.

Monster Tags: Demon

Gingr96

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