Dungeons & Dragons Fifth Edition SRD

This resource contains useful selections. You can find the complete documentation here: System Reference Document.


Balor

Balor

Huge, fiend, chaotic evil
Armor Class
19 (natural)
Hit Points
262
(21d12+126)
Speed:
Walk 40 ft.,
Fly 80 ft.,


STR
26
(8) DEX
15
(2)
CON
22
(6)
INT
20
(5)
WIS
16
(3)
CHA
22
(6)


Saving Throws:
STR +14
,
CON +12
,
WIS +9
,
CHA +12
Skills:
Damage Vulnerabilities:
Damage Resistances: cold, lightning, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: fire, poison
Condition Immunities: Poisoned
Senses:
truesight 120 ft.
Passive Perception:
13
Languages: Abyssal, telepathy 120 ft.
CR:
19
(22000 XP)
Proficiency Bonus: 6

Traits:

  • Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.
  • Fire Aura. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
  • Magic Resistance. The balor has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The balor's weapon attacks are magical.

Actions:

  • Multiattack - The balor makes two attacks: one with its longsword and one with its whip.

  • Longsword - Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.

  • Whip - Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.

  • Teleport - The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.



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