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 | 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 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
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.
Lightning Breath (Recharge 5-6). The balor breathes lightning 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) lightning damage or half as much on a success. Additionally, creatures that fail the save by 5 or more are Susceptible to Lightning to their next source of lightning damage in the next minute. A creature susceptible to lightning ignores any immunity or resistance to lightning that it may have. If it had no such immunity or resistance, it is instead vulnerable to lightning.
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.
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
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 7 Acid damage and its movement speed is halved until the end of its next turn. This ability activates only once per turn.
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 Devour Soul.
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.
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 19 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.
Reactions
Winged Charge (1/day). The balor can use its reaction to fly up to its speed towards a creature that hits it with a ranged attack. If within range, it can then make a melee attack against the attacker.
Legendary Actions (3)
Charge. The balor moves up to half its speed and makes an Lightning Blade attack.
Devour Soul. The balor uses or attempts to recharge its Devour Soul 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.