Balor
We're still working on the lore for this creature, but the stats are ready to go!

Balor Statblocks
Balor
Balor
Summoned with Foe FoundryHuge 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 one attack with a use of its Fearsome Roar.
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 Wisdom 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.
Inferno Breath (Recharge 5-6). The balor breathes fire in a 60 ft cone. Each creature in the area must make a DC 20 Dexterity save. On a failure, the creature takes 77 (22d6) fire damage or half as much on a success. Additionally, creatures that fail by 5 or more are Burning [38 (11d6) fire]. A burning creature suffers 38 (11d6) ongoing fire damage at the end of each of its turns. A creature may use an action to end the condition.
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.
Balor Dreadlord
Balor Dreadlord
Summoned with Foe FoundryHuge 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.
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. If the attack hits and there is another hostile target within 5 ft then that target also takes 6 lightning damage.
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.
Desecration (4/day). The balor desecrates the ground it stands upon, creating a Desecrated Ground Token (AC/DC 18, 3 Charges). Within 30 feet of the Token, any creature that attempts to speak or use any spell or ability that requires a verbal component suffers 32 (13d4) necrotic damage unless the creature speaks or incants in Abyssal. Additionally, creatures within the affected area cannot regain hit points.
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.
Desecration. The balor uses Desecration. It can't take this action again until the start of its next turn.
Intimidate. The balor attempts to recharge its Intimidate ability. It can't take this action again until the start of its next turn.