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 20 (25,000 XP)
Proficiency Bonus +6
Traits

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.  

Actions

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.  

 

Monster Tags: Demon

Wildbill85

Comments

Posts Quoted:
Reply
Clear All Quotes