| Mod | Save | ||
|---|---|---|---|
| STR | 28 | +9 | +9 |
| DEX | 17 | +3 | +3 |
| CON | 24 | +7 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +6 |
| WIS | 18 | +4 | +11 |
| CHA | 24 | +7 | +7 |
Death Throes. The balor lord explodes when it dies. Dexterity Saving Throw: DC 22, each creature in a 30-foot Emanation originating from the balor lord. Failure: 31 (9d6) Fire damage plus 31 (9d6) Force damage. Success: Half damage. Failure or Success: If the balor lord 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 lord’s turns, each creature in a 5-foot Emanation originating from the balor lord takes 13 (3d8) Fire damage.
Legendary Resistance (4/Day, or 5/Day in Lair). If the balor lord fails a saving throw, it can choose to succeed instead.
Magic Resistance. The balor lord has Advantage on saving throws against spells and other magical effects.
Multiattack. The balor lord makes one Flame Whip attack and one Lightning Blade attack.
Flame Whip. Melee Attack Roll: +16, reach 30 ft. Hit: 19 (3d6 + 9) Force damage plus 17 (5d6) Fire damage. If the target is a Huge or smaller creature, the balor lord pulls the target up to 25 feet straight toward itself, and the target has the Prone condition.
Lightning Blade. Melee Attack Roll: +16, reach 10 ft. Hit: 22 (3d8 + 9) Force damage plus 22 (4d10) Lightning damage, and the target can’t take Reactions until the start of the balor lord’s next turn.
Spellcasting. The balor lord casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22):
At Will: Burning Hands (level 9 version), Detect Magic, Dispel Magic
1/Day Each: Disintegrate, Fire Storm, Power Word Stun
Teleport. The balor lord teleports itself or a willing demon within 10 feet of itself up to 120 feet to an unoccupied space the balor lord can see.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the balor lord can expend a use to take one of the following actions. The balor lord regains all expended uses at the start of each of its turns.
Blazing Movement. The balor lord moves up to its Speed or Fly Speed without provoking Opportunity Attacks. During this movement, fire fills a 5-foot Emanation originating from the balor lord. When the Emanation enters a creature's space, that creature takes 13 (3d8) Fire damage. A creature can take this damage only once during this movement. The balor lord can't take this action again until the start of its next turn.
Incinerating Gaze. Dexterity Saving Throw: DC 22, one creature the balor lord can see within 120 feet. Failure: 22 (4d10) Fire damage. Success: Half damage.
Description
Balor lords are among the most powerful of all demons, second only to true demon lords. While most balors serve higher masters, a balor lord has carved out a domain of its own, often ruling over a region within an Abyssal layer. Though they rarely command an entire layer, their territory can span vast stretches—sometimes as large as a continent. Within their realm, a balor lord’s will is absolute.
Unlike lesser balors, balor lords combine brute strength with cunning leadership and magical prowess. Many possess unique traits or magical items that set them apart, and their appearance is often more fearsome—towering forms cloaked in flame, armed with weapons of legend, and surrounded by loyal fiendish followers. Some pursue conquest, while others fortify their domains against rivals, always seeking ways to expand their influence in the chaotic depths of the Abyss.
Balor lords are feared not only for their power but also for their independence. Most demon lords view them with suspicion, and many balor lords have clashed with such beings in brutal wars. However, their strength earns them a measure of respect, and even demon lords sometimes strike uneasy bargains with these mighty fiends to secure victory in the endless conflicts of the Abyss.
Balor Lord Lairs
Balor lords favor lairs deep within charred abyssal citadels, volcanic rift-fortresses, or the twisting heart of ruined mortal cities scorched by demonic war.
The region containing a balor lord’s lair is warped by its presence, creating the following effects:
Abyssal Flame. Creatures (excluding the balor lord and its allies) within 1 mile of the lair lose Resistance to Fire damage, and if they are normally Immune to Fire damage, they instead take half damage from it.
Oppressive Heat. The area within 1 mile of the lair is suffused with extreme heat. Whenever a creature other than the balor lord or one of its allies finishes a Long Rest in that area, it must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.
If the balor lord dies or moves its lair elsewhere, these effects end immediately.
Previous Versions
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