Forces of Chaos

by dArtagnan

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Forces of Chaos















Balor

Huge fiend (demon), chaotic evil


  • Armor Class 19 (natural armor)
  • Hit Points 262 (21d12 + 126)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6)

  • Saving Throws Str +15, Con +13, Wis +10, Cha +13
  • Skills Athletics +22, Deception +13, Intimidate +20, Religion +12
  • Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks that aren't cold iron
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses truesight 120 ft., passive Perception 13
  • Languages Abyssal, telepathy 120 ft.
  • Challenge 23 (50,000 XP)Proficiency Bonus +7

Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 21 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.

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: one with its longsword and one with its whip.

Longsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (2d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.

Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage.

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.

Legendary Actions

The balor can take 3 legendary actions, choosing from the options below. Only one legendary action 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.

Teleport. The balor takes the teleport action.

Leash. The balor lashes out its whip at a creature within 30 feet. The target must succeed on a DC 23 Strength saving throw or be pulled up to 25 feet toward the balor.

Strike. The balor makes either a whip or a longsword attack.

A Balor's Lair

A balor typically lairs within the abyss, subjugating any lesser demons in the area and bullying them into doing their bidding. The abyss is a chaotic and hostile place in general.

In the material plane, the presence of a balor causes the temperatures to skyrocket and cause raging wildfires and an uptick in violence and anger.

A balor that is encountered in its lair has a challenge rating of 25 (75,000 XP)

Lair Actions

On initiative count 20 (losing initiative ties), the balor can take a lair action to cause one of the following magical effects; the balor can't use the same effect two rounds in a row:

  • A gout of flame shoots out from a point on the ground the balor can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius cylinder. Each creature in the flame's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • The balor chooses a creature it can see within 120 feet of itself. That creature must make a DC 15 Charisma saving throw or be moved to another open space on a flat surface within 120 feet of the balor.
  • The balor summons 1d4 brimoraks around a creature within 60 feet of the balor. They act immediately and remain until the next initiative count of 20.










Vavakia

Huge fiend (demon), chaotic evil


  • Armor Class 16 (breastplate)
  • Hit Points 207 (18d12 + 90)
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 15 (+2) 21 (+5) 17 (+3) 16 (+3) 18 (+4)

  • Saving Throws Str +14, Con +11, Wis +11, Cha +12
  • Skills Athletics +14, Intimidation +18, Insight +11
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks that aren't cold iron
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses truesight 120 ft., passive Perception 13
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 17 (18,000 XP)Proficiency Bonus +6

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

Magic Weapons. The vavakia's weapon attacks are magical.

Trampling Charge. If the vavakia moves at least 20 feet straight toward a creature and then hits it with a ranseur attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, the vavakia can make one stomp attack against it as a bonus action.



Actions

Multiattack. The vavakia can use its Frightful Presence. It then makes three attacks: with its ranseur, bite, stomp, or tail attacks in any combination. The vavakia can only make multiple attacks with its ranseur, and cannot use its bite and tail attacks on the same target.

Ranseur. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 8) piercing damage plus 9 (2d8) acid damage.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) bleed damage.

Stomp. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. On a critical hit, the target must make a DC 22 Strength saving throw or be stunned until the start of the vavakia's next turn.

Frightful Presence. Each creature of the vavakia's choice that is within 120 feet of the vavakia 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 vavakia's Frightful Presence for the next 24 hours.

Soulfire Breath (Recharge 5-6). The vavakia exhales ghostly green fire in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 90 (20d8) necrotic damage on a failed save, or half as much damage on a successful one. The vavakia then inhales the breath, regaining 11 (2d10) hit points for each creature hit by it.

Regional Effects

The region containing a balor's lair is generally awful, while in the abyss one might struggle to find a difference, but on the material plane, it creates one or more of the following effects:

  • The temperature within 4 miles of the balor's lair increases by 20 degrees Fahrenheit
  • Spontaneous fires are more likely to occur and contained flames are more likely to go out of control within 10 miles of the balor's lair.
  • Creatures within 5 miles of the balor's lair become agitated and more likely to lash out.

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




Vavakia

The demonic equivalent of a centaur with the body of a dinosaur and the torso and head of a dragon, all wielding a weapon and heavily armoured, vavakia's are among the most terrible and dangerous creatures that can be encountered in the abyss.

While balors stand in a position of prestige (as much so as exists within the abyss) and prefer for their minions to do their bidding for them, vavakias are engines of war and increase their power and control of their own empires in the abyss.
























Brimorak

Small fiend (demon), chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 75 (10d6 + 40)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 18 (+4) 11 (+0) 13 (+1) 15 (+2)

  • Saving Throws Str +5, Wis +4, Cha +5
  • Skills Intimidation +8, Perception +4, Survival +4
  • Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks that aren't cold iron
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Telepathy 120 ft.
  • Challenge 5 (18,000 XP)Proficiency Bonus +3

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

Smokevision. The brimorak's vision isn't obscured by smoke.

Extinguishing Aversion. When the brimorak is hit by water or starts its turn submerged in water, it takes 10 (3d6) psychic damage.

Burning Blood. A creature hits the brimorak with a melee piercing or slashing attack while within 5 feet, or starts its turn within or comes within 5 feet of it for the first time on its turn while the brimorak is bleeding takes 7 (2d6) fire damage.

Flaming Weapons. Any melee weapon the brimorak wields and its hooves deal an extra 3 (1d6) fire damage on a hit (included in the attack).

Actions

Multiattack. The brimorak makes one attack with its shortsword, and one with its hoof.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) fire damage.

Hoof. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 3 (1d6) fire damage.

Blood Spray (Recharge 5-6). The brimorak spits its boiling blood in a 40-foot line that is 5 feet wide. All creatures in the area must make a DC 15 Dexterity saving throw or take 27 (6d8) fire damage and fall prone. On a success a creature takes half as much damage.

Fume (Recharges after a Short or Long Rest). The brimorak emits a cloud of black smoke in a 10-foot radius around itself. The fog spreads around corners and its area is heavily obscured. When a creature enters the cloud's area for the first time on a turn or starts its turn there, that creature must make a DC 15 Constitution saving throw, or become poisoned for 1 minute. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Brimorak

Brimoraks are diminutive demons standing are about half the height of a human that resemble bipedal flaming goats. Starting fires is quite literally in the blood of these abyssal arsonists, as anyone who fights them in close quarters can tell you. They relish setting things ablaze so much, that the idea of putting out fires, or dare say themselves is horrifying to them.






Credits

Designed by d'Artagnan on DriveThru RPG, /u/dArtagnanDnD on reddit, dArtagnanDnD on Patreon, dArtagnanTT on Tumblr, and dArtagnanTT.bsky.social on Bluesky.

  • Made with "GM Binder".
  • Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast, under the Fan Content Policy