Balor
Huge fiend (demon), Chaotic Evil
- Armor Class 21 (natural armor)
- Hit Points 418 (27d12 + 243)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 30 (+10) 15 (+2) 28 (+9) 21 (+5) 16 (+3) 22 (+6)
- Saving Throws Str +17, Dex +9, Con +16, Int +12, Wis +10, Cha +13
- Skills Athletics +24, Intimidation +13, Perception +10
- Damage Resistances acid, cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities charmed, exhaustion, petrified, poisoned
- Senses truesight 120 ft., passive Perception 20
- Languages Abyssal, telepathy 120 ft.
- Challenge 21 (33,000 XP)
Death Throes. When the balor dies, it explodes. Each creature within 30 feet makes a DC 18 Dexterity saving throw, taking 52 (15d6) damage on a failed save or half damage on a success. The damage type is the same as the current damage type it is associated with from its Elemental Aura trait.
Elemental Aura. At the start of the balor’s turn, each creature within 10 feet takes 10 (3d6) damage. Creature’s that start their turn within 10 feet of the balor move to a space within 10 feet of the balor take 10 (3d6) damage. The balor’s long sword deals an additional 18 (4d8) damage, and its whip deals an additional 14 (4d6) damage, listed as part of the attack.
The damage type of these effects associated with the balor’s currently chosen element. It can choose one of the following elements, which indicates the damage type of the additional damage its aura, longsword, whip deal: Acid, Cold, Fire, Lightning, Necrotic. The damage type can only be changed if the balor uses the Elemental Blast action.
Additionally, the balor gains damage immunity to the currently chosen damage type.Entropic Weapons. The balor’s weapon attacks are magical, ignore resistances and treat immunities as resistance.
Fast Reflexes. The balor may take two reactions per round, but not more than one per turn.
Innate Spellcasting. The Balor's innate spellcasting ability is Charisma (spell save DC 21, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: chromatic orb, counter spell, darkness, dispel magic, dominate monster, insanity, power word stun, telekinesis
3/day each: circle of death, disintegrate, fire storm, ice storm, lightning bolt, vitriolic sphereLegendary Resistance (3/day). If the Balor fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Balor has resistance to damage from spells and other magical effects, advantage on saving throws against spells and other magical effects and imposes disadvantage on attack rolls made with spells and other magical effects.
Actions
Multiattack. The balor can use its frightful presence and its teleport, and then it makes three attacks with its long sword and whip. It can replace 1 of these attacks with a spell instead if it chooses.
Long Sword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. _Hit: 26 16 (3d10) slashing damage and 18 (4d8) elemental damage (from its Elemental Aura trait).
Whip. Melee Weapon Attack: +16 to hit, reach 45 ft., one target. Hit: 20 10 (3d6) slashing damage and 18 (4d8) elemental damage (from its Elemental Aura trait). The target makes a DC 24 Strength saving throw. On a failure, it is pulled up to 40 feet towards and/or around the balor. Alternatively, the balor slams the target into a surface within 20 feet of the target, taking 6 (1d12) bludgeoning damage and being knocked prone.
Frightful Presence. Each creature of the balor's choice that is within 120 feet of the balor and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the balor's Frightful Presence for the next 24 hours.
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. \pagebreakNum \pagebreakNum
Elemental Blast (Recharge 5-6). The balor unleashes an elemental blast of extreme intensity. Each creature within 30 feet of the balor must make a DC 18 Dexterity saving throw, taking 52 (15d6) elemental damage (from its Elemental Aura trait) on a failed save or half damage on a success.
Additionally, the balor can choose to change the type of damage from its Elemental Aura trait.Elemental Bolt (Recharge 4-6). The balor releases a bolt of elemental energy from its palm in a 100-foot line that is 5 feet wide or in a 50-foot cone. Each creature in the area makes a DC 18 Dexterity saving throw, taking 42 (12d6) elemental damage (from its Elemental Aura trait) on a failed save or half damage on a success.
Reactions
Instinctive Teleport. If the balor didn’t teleport during its turn, has used this reaction this round, and it takes any form of damage, it can use its reaction to teleport.
Legendary Actions
The balorcan 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. The balor regains spent legendary actions at the start of its turn.
Move. The balor moves up to half its walk or fly speed without provoking opportunity attacks.
Attack (Costs 2 Actions). The balor makes an attack with its long sword or whip.
Spell (Costs 2 Actions). The balor casts a spell
Wing Attack (Costs 2 Actions). The balor beats its wings. Each creature within 15 feet of the balor must succeed on a DC 18 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The balor can then fly up to half its flying speed.