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
STRDEXCONINTWISCHA
26+815+222+620+516+322+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.

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