Strength +14, Constitution +12, Wisdom +9, Charisma +12
Truesight 120 ft
Abyssal
Bludgeoning, Cold, Lightning, Piercing, Slashing
Fire, Poison
Traits
Death Throes
When the Balor dies, it explodes, and each creature within 30 feet of it must make a saving throw, taking 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 of it takes 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 of it takes 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 to an unoccupied space it can see.
Longsword
+14 to hit, range 10 ft. Hit: 21 (3d8 + 8) slashing damage. If the Balor scores a critical hit, it rolls damage dice three times, instead of twice.
Whip
+14 to hit, range 30 ft. Hit: 15 (2d6 + 8) slashing damage. The target must succeed on a saving throw or be pulled up to 25 feet toward the Balor.