Monster
Balor
Official reference · XMM · 2024
- Creature type
- Fiend
- Size
- Huge
- Armor class
- 19
- Hit points
- 287 (23d12 + 138)
- Speed
- Walk 40 ft., Fly 80 ft.
- Challenge rating
- 19
- Alignment
- Chaotic Evil
- Strength
- 26
- Dexterity
- 15
- Constitution
- 22
- Intelligence
- 20
- Wisdom
- 16
- Charisma
- 22
- Passive Perception
- 19
- Initiative
- +14
- Saving Throws
- con: +12; wis: +9
- Skills
- perception: +9
- Senses
- Truesight 120 ft.
- Languages
- Abyssal; telepathy 120 ft.
- Resistances
- cold, lightning
- Immunities
- fire, poison
- Condition Immunities
- charmed, frightened, poisoned
Traits
Death Throes
The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6) Fire damage plus 31 (9d6) Force damage. Success: Half damage. Success or Failure: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Fire Aura
At the end of each of the balor's turns, each creature in a 5-foot Emanation originating from the balor takes 13 (3d8) Fire damage.
Legendary Resistance (3/Day)
If the balor fails a saving throw, it can choose to succeed instead.
Magic Resistance
The balor has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The balor makes one Flame Whip attack and one Lightning Blade attack.
Flame Whip
Melee Attack: +14, reach 30 ft. Hit: 18 (3d6 + 8) Force damage plus 17 (5d6) Fire damage. If the target is a Huge or smaller creature, the balor pulls the target up to 25 feet straight toward itself, and the target has the Prone condition.
Lightning Blade
Melee Attack: +14, reach 10 ft. Hit: 21 (3d8 + 8) Force damage plus 22 (4d10) Lightning damage, and the target can't take Reactions until the start of the balor's next turn.
Bonus actions
The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see.