Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire 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.
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.
Innate Spellcasting. The balor's spellcasting ability is Cha (spell save DC 20). He can cast his spells without a verbal, or material component.
(At Will): darkness, detect magic, dispel magic(as a 5th level spell slot), telekinesis
(3/day): dominate monster, fire storm
(1/day): divine word, power word stun, teleport
Magic Resistance. The balor has advantage on saving throws against spells and other magical effects.
Magic Weapons. The balor's weapon attacks are magical.
Cold-Iron Vulnerability. Demons are affected by cold-iron in the same way that devils, lycanthropes, and some vampires and undead are affected by silver weapons. The balor takes damage from cold-iron weapons as if they were magical, and magical cold-iron weapons do double-damage on a successful hit.
Multiattack. The balor makes two attacks: one with its maul and one with its whip.
Warhammer. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (3d8) fire 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.
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.
Flame Strike. The balor can cast flame strike without it counting against its spells per day. Once it casts flame strike this ability can't be used until it finishes a short or long rest.
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