39 lines
2.7 KiB
Markdown
39 lines
2.7 KiB
Markdown
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# Balor
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*Huge* *Fiend* *chaotic evil*
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- **Armor Class:** 19 (natural armor)
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- **Hit Points:** 262 (21d12+126)
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- **Speed:** walk 40 ft. fly 80 ft.
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- **Challenge Rating:** 19 (22,000 XP)
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- **Source:** 5.1 SRD (2015 MM), page 270
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 26 (+8) | 15 (+2) | 22 (+6) | 20 (+5) | 16 (+3) | 22 (+6) |
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- **Saving Throws**: Str +14, Con +12, Wis +9, Cha +12
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- **Skills:**
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- **Damage Immunities:** fire, poison
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- **Damage Resistances:** cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
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- **Condition Immunities:** poisoned
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- **Senses:** truesight 120 ft., passive Perception 13
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- **Languages:** Abyssal, telepathy 120 ft.
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### Special Abilities
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- **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.
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- **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.
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- **Magic Resistance:** The balor has advantage on saving throws against spells and other magical effects.
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- **Magic Weapons:** The balor's weapon attacks are magical.
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### Actions
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- **Multiattack:** The balor makes two attacks: one with its longsword and one with its whip.
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- **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.
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- **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.
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- **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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- **Variant: Summon Demon (1/Day):** The demon chooses what to summon and attempts a magical summoning.<br>A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.<br>A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
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