Illustration Xan Drake

Balor

System Reference Document 5.1
Challenge 19
(22,000 XP)
Robinloft Estimated CR 19
Huge fiend (demon), chaotic evil
Armor Class 19 (natural armor)
Hit Points 262 (21d12+126)
Speed 40 ft., fly 80 ft.
STR
26 (+8)
DEX
15 (+2)
CON
22 (+6)
INT
20 (+5)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws Str +14, Con +12, Wis +9, Cha +12
Skills
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 13
Languages Abyssal, telepathy 120 ft.
Environments
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 15 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.

Fiends

Fiends, in the simplest of terms, can be seen as an inverse of celestials—hosting the devils to their angels. They come from the Lower Planes—sometimes referred to as the Fiendish Planes for the majority of the beings that reside there—and are a general family of creatures that include devils, demons, and yugoloth, along with other lesser and partial fiends. Just like in any other plane, not all of these creatures get along, with the devils and demons in particular having a nasty history of war between the two.

Due to their home emanating a primal malevolence, all fiends have the reputation—and certainly the ability—to be full of pure malice and evil. However, some do choose to leave for other planes of existence to escape this rotted, evil realm. Many may be content with a life of evil due to their nigh-immortal existence and distorted sense of time, watching centuries pass as if it were but a day.

Tactics. While knowing your neighbor dwarf or the local human innkeeper’s name is a common courtesy expected of decent citizens, knowing a fiend’s true name is a point of vulnerability. A fiend may use their own true name to rise in the ranks of their own plane, but a mortal with a fiend’s true name has complete control over the wily creature. While this may not be feasible for the common adventurer to hold over a hostile fiend’s head, know that most fiends have a certain degree of magic and like to utilize it to inspire fear and division in the mortals they come across.

Demons

“Beware the dark crags of our world, for that is where the demons wait. With eyes glowing like molten fury, their laughter a cacophony of madness, they are the very incarnation of malevolence.”

Abyssal Origin. Birthed in chaos and nurtured by malevolence, demons emerge from the unfathomable depths of the Abyss only to destroy, corrupt, and consume. Oblivious to pain and heedless of injury, they revel in acts of torment. Their aim is to spread the chaos of the Abyss, topple kingdoms, corrupt the innocent, and drag all of existence into a maelstrom of suffering and despair.

Wicked Anatomy. Varying widely in form, demons can be grotesque and monstrous or corruptingly beautiful. Their physique is a manifestation of their malevolent essence, with many bearing horns, tails, and fanged maws.

Chaotic Hierarchy. Hierarchy among demons is continuously established through sheer might and cruel cunning. The more powerful demons rule through fear, each vying for control in an ever-shifting power struggle. There are demon lords—infamous beings of immeasurable wickedness—whose names are whispered in dread and awe.

Blind Arrogance. Bound by their chaotic nature, demons often underestimate the power of cooperation and long-term strategy. While exceptionally strong, they are vulnerable to certain magics, particularly those that harness the powers of order and goodness.

Balor

Not yet described

Known Relationships

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