Balor
Balor CR: 19 (22,000 XP)
STR
26 +8
DEX
15 +2
CON
22 +6
INT
20 +5
WIS
16 +3
CHA
22 +6
Death Agony. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 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 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 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 feet, one target. Hit: 3d8 + 8 slashing damage plus 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 feet, one target. Hit: 3d4 + 8 slashing damage plus 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.
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