Balor

Balor

Huge fiend (demon), chaotic evil
22000 XP
Challenge Rating
19

A Balor is a fearsome and powerful demonic creature originating from the depths of the Abyss. Towering at about 20 feet in height, it possesses a muscular and imposing humanoid form with leathery black skin. The Balor’s most striking feature is its fiery aura, emanating flames that engulf its body and give off a menacing glow.

Its head is adorned with large, curved horns and glowing red eyes that radiate pure malevolence. A maw filled with sharp fangs and a long, protruding tongue adds to its terrifying visage. The Balor’s muscular arms end in taloned hands, capable of wielding massive weapons with deadly proficiency.

Wings sprout from its back, spanning an impressive width, enabling the Balor to take to the air with swift and agile flight. The wings are often frayed and tattered, resembling charred remnants from its fiery nature.

Armed with a mighty whip of flame and a massive sword wreathed in unholy fire, the Balor is a formidable opponent in combat. It exudes an aura of dread and commands dark magic, casting devastating spells that can wreak havoc upon its enemies.

As a demon of chaos and destruction, the Balor revels in causing pain and suffering. It seeks to dominate and corrupt, sowing chaos wherever it goes. Its presence alone is often enough to strike fear into the hearts of those unfortunate enough to cross its path.

Fierce, relentless, and driven by an insatiable thirst for power, the Balor is a formidable adversary, capable of laying waste to entire armies and challenging even the most seasoned adventurers. Engaging in direct combat with a Balor is a perilous endeavor that requires skill, strategy, and unwavering determination to stand a chance of survival.

Special Abilities

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 feet 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 feet 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.
  • Longsword: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage 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., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.
  • Teleport: The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Lair Actions

  1. Hellfire Eruption: On initiative count 20 (losing initiative ties), the balor can cause geysers of hellfire to erupt from the ground at points it can see within 120 feet of it. Each creature in a 10-foot radius around the point must make a DC 18 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. This action captures the balor’s command over the flames of the abyss.
  2. Demonic Fissures: The balor can tear open fissures to the Abyss within its lair. These fissures appear anywhere within 120 feet of the balor, creating a 20-foot long, 10-foot wide, and 10-foot deep chasm. The edges of the fissure emit a ghostly light and whisper with the voices of the damned. Any creature ending its turn within 5 feet of the fissure must succeed on a DC 18 Strength saving throw or be pulled into the fissure, taking 10 (3d6) psychic damage as they hear the tormented screams of abyssal souls.
  3. Summon Shadows: The balor can summon shadows to obscure its lair, casting darkness in a 60-foot radius around a point it can see within 120 feet. The darkness spreads around corners, and light cannot illuminate it. Creatures within the darkness have disadvantage on Wisdom (Perception) checks that rely on sight. This action reflects the balor’s ability to manipulate darkness and summon minions from the lower planes.

Balor Regional Effects

  • Abyssal Corruption: Vegetation within 1 mile of the balor’s lair withers and dies, and water sources become tainted and undrinkable, as if poisoned. This effect represents the balor’s corrupting influence on the natural world.
  • Demonic Howls: At night, the howls and screams of demonic entities can be heard echoing throughout the region, instilling fear in all who hear them. Creatures within 1 mile of the balor’s lair have disadvantage on saving throws against being frightened.
  • Flames of the Abyss: Random bursts of hellfire occasionally erupt from the ground within 1 mile of the balor’s lair, causing small fires that burn with an otherworldly intensity. These flames do not spread normally and extinguish mysteriously after a short duration. Structures, trees, and areas caught in these flames suffer damage as if by a minor fireball spell, emphasizing the balor’s fiery dominion.
262
HP
21d12+126
HP Roll
19 (natural armor)
AC
40′
walk
80′
fly
str
+8
26
dex
+2
15
con
+6
22
int
+5
20
wis
+3
16
cha
+6
22
Damage Resistances
cold | lightning | bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities
fire | poison
Condition Immunities
Poisoned
Proficiencies
  • Saving Throw: STR +14
  • Saving Throw: CON +12
  • Saving Throw: WIS +9
  • Saving Throw: CHA +12
Senses
  • Passive Perception: 13
  • Truesight: 120′
Languages
Abyssal, telepathy 120 ft.

Credits: SRD 5.1