Strength +14, Constitution +12, Wisdom +9, Charisma +12
+2
Truesight 120 ft
Abyssal
Cold, Lightning, Bludgeoning, Piercing, Slashing From Attacks That Aren'T Magical
Fire, Poison
Traits
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 ft. 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 ft. 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.
Teleport
The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.
Longsword
Melee Weapon Attack: +14 to hit, reach 10 ft.. Hit: 21 (3d8 + 8) slashing 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.. Hit: 15 (2d6 + 8) slashing plus 10 (3d6) fire damage. The target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.