Balor
Huge fiend (demon), chaotic evil. CR 19, AC 19, 262 HP. Traits: Death Throes, Fire Aura, Magic Resistance, Magic Weapons.
- Armor class
- 19
- Hit points
- 262
- Challenge
- 19
- Creature type
- Fiend
- Size
- Huge
- Alignment
- chaotic evil
Stat block
- Cha
- 22
- Con
- 22
- Dex
- 15
- Int
- 20
- Str
- 26
- Wis
- 16
- Speed
- 40 ft., fly 80 ft.
- Senses
- truesight 120 ft., passive Perception 13
- Actions
- Multiattack. The balor makes two attacks: one with its longsword and one with its whip.
- Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (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 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.
- Languages
- Abyssal, telepathy 120 ft.
- Saving throws
- STR +14, CON +12, WIS +9, CHA +12
- Damage immunities
- fire, poison
- Special abilities
- 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.
- Magic Resistance. The balor has advantage on saving throws against spells and other magical effects.
- Magic Weapons. The balor's weapon attacks are magical.
- Damage resistances
- cold, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
- Condition immunities
- Poisoned
Source and licence
From System Reference Document 5.1.
Licence: SRD (CC BY 4.0).
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at creativecommons.org/licenses/by/4.0/legalcode.