AC 40 (natural armor)    Initiative +10 (20)
HP 200000000 (21d20 + 26)
Speed 40 ft., Fly 80 ft.
Mod Save
STR 30 +10 +19
DEX 30 +10 +10
CON 30 +10 +19
Mod Save
INT 20 +5 +5
WIS 18 +4 +13
CHA 22 +6 +15
Resistances Cold, Lightning
Immunities Fire, Poison; Blinded, Deafened, Poisoned, Stunned
Senses Truesight 120 ft.; Passive Perception 20
Languages Abyssal, Telepathy 120 ft.
CR 30 (XP 155,000; PB +9)
Traits

Death Throes. When bob dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) psychic damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys the balor’s weapons.

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

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

 

Actions

Multiattack. Bob makes two attacks with its longsword.

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

Teleport. Bob magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

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