# Balor *Huge* *Fiend* *chaotic evil* - **Armor Class:** 19 (natural armor) - **Hit Points:** 262 (21d12+126) - **Speed:** walk 40 ft. fly 80 ft. - **Challenge Rating:** 19 (22,000 XP) - **Source:** 5.1 SRD (2015 MM), page 270 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 26 (+8) | 15 (+2) | 22 (+6) | 20 (+5) | 16 (+3) | 22 (+6) | - **Saving Throws**: Str +14, Con +12, Wis +9, Cha +12 - **Skills:** - **Damage Immunities:** fire, poison - **Damage Resistances:** cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks - **Condition Immunities:** poisoned - **Senses:** truesight 120 ft., passive Perception 13 - **Languages:** Abyssal, telepathy 120 ft. ### 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. - **Variant: Summon Demon (1/Day):** The demon chooses what to summon and attempts a magical summoning.
A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
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.