Balor

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Balor

Balor Statblocks

Balor

Balor

Summoned with Foe Foundry

Huge Fiend (Demon, Balor)

AC 16 (Unholy Armor) Initiative +15 (25)

HP 287 (25d12 + 125)

Speed 40 ft., fly 80 ft.

Mod Save
Str 23 +6 +6
Dex 17 +3 +3
Con 20 +5 +11
Mod Save
Int 20 +5 +5
Wis 18 +4 +10
Cha 22 +6 +6

Skills Perception +10

Resistances Cold, Lightning

Immunities Fire, Poison; Frightened, Poisoned

Senses Truesight 120 ft., Passive Perception 20

Languages Abyssal; telepathy 120 ft.

CR 19 (22,000 XP; PB +6)

Traits

Magic Resistance. The balor has advantage on saves against spells and other magical effects.

Actions

Multiattack. The balor makes three Lightning Blade attacks. It may replace two attacks with a use of its Fearsome Roar or Devour Soul.

Lightning Blade. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 41 (10d6 + 6) lightning damage. On a hit, the target must make a DC 18 Constitution saving throw or be Dazed. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions. A creature that is immune to being Stunned cannot be Dazed

Fearsome Roar (1/day). The balor targets up to eight creatures they can see within 60 ft. Each must make a DC 20 Charisma saving throw. On a failure, the affected target is Frightened for 1 minute (save ends at end of turn) and must immediately use its reaction, if available, to move their speed away from the balor avoiding hazards or dangerous terrain if possible.

Nightmare Spawn (1/day). The balor manifests the darkest fears of its enemies. Each non-demon within 60 feet must make a DC 20 Wisdom saving throw. On a failure, the target takes 60 (24d4) psyhchic damage and a hostile Nightmare spawns in the nearest unoccupied space to the target, acting on initiative count 0. On a success, the target takes half damage instead.

Devour Soul (Recharge 5-6). The balor targets one creature it can see within 30 feet of it that is not a Construct or an Undead. The creature must succeed on a DC 18 Charisma saving throw or take 52 (15d6) necrotic damage. If this damage reduces the target to 0 hit points, it dies and immediately rises as a Ghoul under the balor's control.

Bonus Actions

Fiendish Teleportation. The balor teleports itself or a friendly creature within 10 feet to an unoccupied space it can see within 60 feet.

Summon your own Balor

Balor Dreadlord

Balor Dreadlord

Summoned with Foe Foundry

Huge Fiend (Demon, Balor)

AC 19 (Unholy Armor) Initiative +17 (27)

HP 487 (39d12 + 234)

Speed 40 ft., fly 80 ft.

Mod Save
Str 23 +6 +13
Dex 17 +3 +3
Con 22 +6 +13
Mod Save
Int 20 +5 +5
Wis 17 +3 +10
Cha 22 +6 +6

Skills Perception +10, Intimidation +13

Resistances Cold, Lightning

Immunities Fire, Poison; Frightened, Poisoned

Senses Truesight 120 ft., Passive Perception 20

Languages Abyssal; telepathy 120 ft.

CR 23 (50,000 XP; PB +7)

Traits

Bloodied Rage. When the balor's current hit points are below 245, then it may make an extra attack as part of its Multiattack.

Magic Resistance. The balor has advantage on saves against spells and other magical effects.

Void Siphon. When a creature within 20 feet of the balor receives magical healing, it also gains a level of Exhaustion

Legendary Prowess (3/day). The balor can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 25 force damage.

Actions

Multiattack. The balor makes three Lightning Blade attacks. It may replace two attacks with a use of its Flame Whip.

Lightning Blade. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit 34 (8d6 + 6) lightning damage. On a hit, the target must make a DC 21 Constitution saving throw or be Shocked. A Shocked creature is Dazed and drops whatever it is carrying. A creature that is immune to being Stunned cannot be Shocked

Flame Whip. The balor wraps a fiery whip around a creature within 30 feet. It must make a DC 21 Dexterity save. On a failure, it takes 56 (16d6) fire damage and is pulled up to 30 feet closer to the balor and is knocked Prone. On a success, it takes half damage instead.

Bonus Actions

Fiendish Teleportation. The balor teleports itself or a friendly creature within 10 feet to an unoccupied space it can see within 60 feet.

Intimidate (Recharge 5-6). The balor chooses a target that can hear them within 60 ft. The target must make a contested Insight check against the balor's Intimidation. On a failure, the target is Frightened of the balor for 1 minute (save ends at end of turn). While Frightened in this way, attacks made against the target have advantage.

Legendary Actions (3)

Charge. The balor moves up to half its speed and makes an Lightning Blade attack.

Intimidate. The balor attempts to recharge its Intimidate ability. It can't take this action again until the start of its next turn.

Replenish. The balor gains 15 temporary hitpoints. It can't take this action again until the start of its next turn.

Summon your own Balor Dreadlord