
Attributes
Balor
Size
Huge
Monster Race
Fiend (demon)
Alignment
Chaotic Evil
Armor Class
19 (Natural Armor)
Hit Points
262 (21d12 + 126)
Speed
8m, fly 16m
Attributes
STR
26 (+8)
DEX
15 (+2)
CON
22 (+6)
INT
20 (+5)
WIS
16 (+3)
CHA
22 (+6)
Features
Saving Throws
Str +14, Con +12, Wis +9, Cha +12
Damage Resistance
Cold, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Damage Immunities
Fire, Poison
Condition Immunities
Poisoned
Senses
Truesight 24m, passive Perception 13
Languages
Abyssal, Telepathy 24m
Challenge
19 (22,000 XP)
Abilities
Death Throes
When the balor dies, it explodes, and each creature within 6m 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 1m 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 1m 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: +14 to hit, reach 2m, one target. Hit: (3d8 + 8) slashing damage plus (3d8) lightning 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 6m, one target. Hit: (2d6 + 8) slashing damage plus (3d6) fire damage. 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 24m to an unoccupied space it can see.