Huge Fiend (Demon), Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 262 (21d12 + 126)
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 +14, CON +12, WIS +9, CHA +12
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 13
Languages Abyssal, Telepathy 120 ft.
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

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 aren't 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.

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:  either two with its longswords or one with its longsword and one with its whip.

Longsword. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 8) slashing damage plus 7 (2d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.

Whip. 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.

 

Round two. Demonic Roar: At the start of the round, the balor will let out a roar and everyone within 10ft range must succeed on a DC 20 Dexterity saving throw or get knocked back 20ft and prone.

Round Four. Whip Smash: At the start of the round, the balor will crack the whip in either a line or a point within range. If in a line, 30ft of flame will burst along the line of the whip and deal 30 (6d10) fire damage unless targets succeed a DC 15 saving throw. If they succeed they take half damage. If at a point, every creature within 15ft radius of the chosen point must take 30 (6d10) unless target succeeds on a DC 20 Dexterity saving throw. On a success they take half damage.

Round Six. Inhumane Rage: At the start of the round the balor will lower its whip and make six attacks at disadvantage with its longsword.

Reactions

At 2/3 (175) health. Summon Whip: When the balor hits 2/3 of max health it will summon its whip.

At 1/3 (87) health. Reckless Attack: When the balor hits 1/3 of max health it will make a reckless attack on targets within range.

Previous Versions

Name Date Modified Views Adds Version Actions
2/4/2020 8:25:43 AM
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Monster Tags: Demon

DreadPrinceDremyth

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