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
Black Blood. When the balor takes piercing or slashing damage, it splashes nearby creatures with black ichor. Each non-demon creature within 10 feet takes 6 Acid damage and its movement speed is halved until the end of its next turn. This ability activates only once per turn.
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 20 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
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.
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.
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 | 18 | +4 | +11 |
Cha | 22 | +6 | +6 |
Skills Perception +11
Resistances Cold, Lightning
Immunities Fire, Poison; Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 21
Languages Abyssal; telepathy 120 ft.
CR 23 (50,000 XP; PB +7)
Traits
Fanatic Followers. Whenever the balor would be hit by an attack, they command an ally within 5 feet to use its reaction to switch places with the balor. The ally is hit by the attack instead. If the ally is killed by this attack, then the balor gains 40 temporary hp.
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 or Fearsome Roar.
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.
Fearsome Roar (1/day). The balor targets up to eight creatures they can see within 60 ft. Each must make a DC 21 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.
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.
Reactions
Reject Divinity. When a creature the balor can see within 30 feet regains hit points from a Divine source, the balor reduces the number of hit points gained to 0 and the balor instead deals 35 (10d6) necrotic damage to that creature.
Legendary Actions (3)
Charge. The balor moves up to half its speed and makes an Lightning Blade attack.
Fearsome Roar. The balor uses Fearsome Roar. 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.