Balor

D&D 5.5e · huge fiend, chaotic evil

Challenge 19 (22000 XP)

STR
26 (+8)
DEX
15 (+2)
CON
22 (+6)
INT
20 (+5)
WIS
16 (+3)
CHA
22 (+6)

Defense

Armor Class 19 (Natural Armor)
Hit Points 287 (23d12+138)
Speed 40 ft., fly 80 ft.

Proficiencies & Senses

Saving Throws Con +12, Wis +9
Skills Perception +9
Truesight 120 ft.
Passive Perception 19

Traits

Damage Resistances Cold, Lightning
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned

Traits

Death Throes

The balor explodes when it dies. Each creature in a 30-foot Emanation originating from the balor must make a DC 20 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) force damage on a failed save, or half as much damage on a successful one. 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 of the balor's choice in a 10-foot Emanation originating from the balor takes 13 (3d8) fire damage.

Legendary Resistance

If the balor fails a saving throw, it can choose to succeed instead. It has 3 uses of this trait.

Magic Resistance

The balor has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The balor makes one Flame Whip attack and one Lightning Blade attack.

Flame Whip

Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 21 (3d6 + 8) fire damage plus 17 (5d6) fire damage. If the target is a Huge or smaller creature, the balor pulls the target up to 25 feet straight toward itself, and the target has the Prone condition.

Lightning Blade

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 8) force damage plus 22 (4d10) lightning damage, and the target can't take Reactions until the start of the balor's next turn.

Teleport (Bonus Action)

The balor teleports itself or a willing demon within 10 feet of it up to 60 feet to an unoccupied space the balor can see.

Reference Text

Balors are the mightiest of all demons, towering fiends of fire and shadow that serve as generals and warlords in the endless Blood War. They are embodiments of destruction, delighting in carnage and the ruin of all that is good and ordered. A balor stands over 20 feet tall, with a muscular, humanoid torso, leathery wings, and a crown of flame. Its body radiates intense heat, and its very presence scorches the ground. Balors are fiercely intelligent and cunning, commanding legions of lesser demons with brutal efficiency. They are nearly immune to magic, resistant to cold and lightning, and can only be permanently destroyed if slain within the Abyss; otherwise, they reform in their home plane, ready to return. Their weapons—a flaming whip and a lightning-wreathed blade—are extensions of their fury, and they use them with devastating skill. Balors are not merely soldiers; they are strategists, schemers, and tyrants, each ruling a domain within the Abyss and vying for power among their kind. They are the ultimate expression of demonic might, feared even by other demons and sought after by mortal summoners who dare to risk annihilation.