D&D 5e monster · SRD 5.2
Balor
Huge Fiend (Demon), Chaotic Evil
- Armor Class
- 19
- Hit Points
- 287 (23d12+138)
- Speed
- 40 ft., fly 80 ft.
- Initiative
- +14
- Challenge
- 19 (22000 XP)
- Proficiency Bonus
- +6
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26+8 | 15+2 | 22+6 | 20+5 | 16+3 | 22+6 |
- Saving Throws:
- CON +12, WIS +9
- Resistances:
- cold, lightning
- Damage Immunities:
- fire, poison
- Condition Immunities:
- charmed, frightened, poisoned
- Senses:
- truesight 120 ft., Passive Perception 19
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. 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. 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 creature makes 2 attacks.
Flame Whip. Melee Attack Roll: +14, reach 30 ft.. Hit: 3d6+8 force damage, plus 5d6 fire damage, or prone.
Lightning Blade. Melee Attack Roll: +14, reach 10 ft.. Hit: 3d8+8 force damage, plus 4d10 lightning damage.
Bonus Actions
Teleport. 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.