Balor

Huge / fiend / Chaotic Evil / CR 19

Armor Class19
Hit Points287 (23d12 + 138)
Speed40 ft, fly 80 ft
Challenge19
Proficiency-
STR26+8
DEX15+2
CON22+6
INT20+5
WIS16+3
CHA22+6
Saving Throws

Constitution +12, Wisdom +9

Skills

Perception +9

Initiative

+14

Senses

Truesight 120 ft

Languages

Abyssal

Damage resistances

Cold, Lightning

Damage 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 plus 31 (9d6) force damage.
Failure or Success: 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

turnEnd

At the end of each of the balor's turns, each creature of the balor's choice in a 10-foot Emanation originating from the balor takes 13 (3d8) fire damage.

Legendary Resistance

special

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

action

The balor makes one Flame Whip attack and one Lightning Blade attack.

Flame Whip

action

Melee Weapon Attack: +14 to hit, reach 30 ft.. Hit: 18 (3d6 + 8) force 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

action

Melee Weapon Attack: +14 to hit, reach 10 ft.. Hit: 21 (3d8 + 8) force plus 22 (4d10) lightning damage, and the target can't take Reaction until the start of the balor's next turn.

Bonus Actions

Teleport

bonus

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.

Creature Rules

Balor