Balor

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

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 17 +3 +9
Cha 22 +6 +6

Skills Perception +9

Resistances Cold, Lightning

Immunities Fire, Poison; Frightened, Poisoned

Senses Truesight 120 ft., Passive Perception 19

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.

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

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.

Wild Cleave (1/day). The balor makes an attack against every creature within 10 ft. On a hit, the creature is pushed up to 20 feet away.

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 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

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 Eldritch Beacon 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 19 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

Eldritch Beacon (1/day). The balor magically creates a Medium Eldritch Beacon Token (AC/DC 18, 3 Charges) at an unoccupied space it can see within 30 feet. Each turn that the beacon is active, on initiative count 0, 5 (2d4) Quasit arrive to aid the summoner and join combat at initiative count 0. On their first turn, the Quasit use their movement and action to arrive on the battlefield in unoccupied spaces within 30 feet of the summoner. They then act normally on subsequent turns.

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.

Inferno Breath (Recharge 5-6). The balor breathes fire in a 60 ft cone. Each creature in the area must make a DC 21 Dexterity save. On a failure, the creature takes 82 (15d10) fire damage or half as much on a success. Additionally, creatures that fail by 5 or more are Burning [38 (7d10) fire]. A burning creature suffers 38 (7d10) 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.

Legendary Actions (3)

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

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

Limited Use. The balor uses one of its limited use abilities. It can't take this action again until the start of its next turn.

Summon your own Balor Dreadlord