Medium Humanoid (Elf), Lawful Evil
Armor Class 21 (natural armor)
Hit Points 480 (40d10 + 260)
Speed 60 ft.
STR
22 (+6)
DEX
24 (+7)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
30 (+10)
Saving Throws INT +12, WIS +12, CHA +17
Skills Intimidation +16, Perception +14
Damage Resistances Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Ranged Attacks
Damage Immunities Cold, Fire
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 26
Languages all
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Devil's Sight. Magical darkness doesn’t impede Balruin’s darkvision.

Fiery Weapons. Balruin’s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below).

Innate Spellcasting. Balruin’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:

At will: absorb elements (2nd-level spell), counterspell, detect evil and good, fireball, invisibility (self only), wall of fire

3/day each: blade barrier, dispel evil and good, finger of death

Legendary Resistance (3/Day). If Balruin fails a saving throw, he can choose to succeed instead.

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

Fire Absorption. Whenever Balruin is subjected to fire damage, he takes none of the damage and regains a number of hit points equal to half of the fire damage dealt. When Balruin is subjected to fire damage that he has dealt, then he does not regain any hit points.

Magical Armament. Whenever Balruin uses his Flame Javelin attack, he creates the javelins magically, and they disappear after being used.

Evil Eye: Flames of Purgatory.  At the start of each of Balruin's turns, each creature within 30 feet of him takes 35 (10d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 35 (10d6) fire damage from touching Balruin or from hitting him with a melee attack while within 10 feet of him, and a creature takes that damage the first time on a turn that Balruin moves into its space. Nonmagical weapons that hit Balruin are destroyed by fire immediately after dealing damage to him.

Actions

Multiattack. Balruin attacks twice with his longsword or with his flame javelin. He can substitute Searing Strike for one of these attacks.

Longsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage, or 19 (2d10 + 8) slashing damage if used with two hands, plus 36 (8d8) fire damage.

Flame Javelin. Melee or Ranged Weapon Attack: +12 to hit, range 50/150 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 36 (8d8) fire damage.

Searing Strike. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 44 (8d10) fire damage and the target becomes vulnerable to fire damage until the start of Balruin's next turn.

Teleport. Balruin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Activate Evil Eye. Balruin activates his Evil Eye. Balruin's right eye becomes purple with a red iris. The Evil Eye: Flames of Purgatory special trait applies to Balruin as long as the Evil Eye is activated. The Evil Eye can be deactivated if Balruin falls unconscious or deactivates it as a bonus action. 

Legendary Actions

Balruin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Balruin regains spent legendary actions at the start of his turn.

Immolating Gaze (Costs 2 Actions). Balruin turns his magical gaze toward one creature he can see within 120 feet of him and commands it to combust. The target must succeed on a DC 21 Wisdom saving throw or take 22 (4d10) fire damage.

Teleport. Balruin uses his Teleport action.

Flame Javelin. Balruin attacks with his Flame Javelin.

Description

Physical Appearance

Balruin is a dark elf with shoulder length red hair and red eyes. He is muscular although he has a well balanced and not too heavy of a builid. Balruin is 6'3. Balruin's clothing consists of a black tank top shirt, red pants, red boots, a red belt, and over everything else he wears a red coat with a high collar. The coat has the emblem of the Six Demons on the back in black.

Personality

As Malekith's strongest general and the leader of the Six Demons, Balruin is quite confident in his abilities in combat. He is quite lenient on his fellow members of the Six Demons, but when he wants their cooperation he can be quite commanding. When his subordinates fail him, Balruin tends to let them off with a slight punishment, but his punishments will get more severe as that subordinate starts to fail more often. Many of Balruin's followers idolize him and are willing to do anything, even die for his cause.

Balruin is slightly arrogant when he comes across an opponent, unless his opponent has proven him/herself as being worthy of fighting Balruin. Balruin can also be quite sadistic when he fights and revels in causing pain, especially burn marks from his flames, but is still very efficient at killing his enemies. Usually, Balruin does not drag out a fight unless he is certain that he has beaten his opponent, in which case he will drag the fight on until he gets bored and torture his enemy with his flames and psychological torment.

Usage of the Evil Eye

Balruin will only use his Evil Eye when he is at or below 50% of his max health. Once Balruin activates his Evil Eye, he does not deactivate it of his own free will unless he dies, is knocked unconscious, or kills all of his opponents.

Lair and Lair Actions

Balruin’s Lair

Balruin makes his lair within the citadel of the city of Minas Naur. As the leader of the Six Demons, Balruin has lordship over the dark elf city fortress Minas Naur, which serves as the home of the Six Demons. The city, known as the "Tower of Fire," gets its name from the massive lava moat surrounding the city. As if the moat itself was not perilous enough to deter attackers, the city is fortified by a massive, fortified wall with towers evenly spaced throughout. Within the city is a network of fortified districts reminiscent of tiered rings, with each ring having its own wall. At the center of the city is the palace, which may be the most fortified structure of all, complete with a central tower, walls, and minor towers. Those who can breach the great city of the Six Demons must then deal with the flames of Balruin within his citadel.

Lair Actions. On initiative count 20 (losing initiative ties), Balruin can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  • Balruin casts major image four times at its lowest level, targeting different areas with the spell. Balruin prefers to create images of intruders’ loved ones being burned alive. Balruin doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 21 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Balruin casts his innate fireball spell.

Regional Effects. The region containing Balruin's lair is warped by his magic, which creates one or more of the following effects:

  • The area within 9 miles of the lair is very hot, especially as one nears the citadel of Minas Naur
  • Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round.
  • The residents of Minas Naur have been hardened to the intense heat of Balruin's magic. All of the residents have a resistance to fire damage, and the residents within the last two rings (the upper district and the citadel) have an immunity to fire damage.

If Balruin dies, these effects fade over the course of 1d10 days.

Monster Tags: elf

PerfectionParis

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