Balor

Huge fiend, chaotic evil

Armor Class 19 (natural armor)

Hit Points 287 (23d12 + 138)

Speed 40 ft., fly 80 ft., swim 20 ft., climb 20 ft.

str

26 (+8)

dex

15 (+2)

con

22 (+6)

int

20 (+5)

wis

16 (+3)

cha

22 (+6)

Saving Throws Con +12, Wis +9

Skills Perception +9

Damage Resistances cold, lightning

Damage Immunities fire, poison

Condition Immunities charmed, frightened, poisoned

Senses truesight 120 ft., passive Perception 19

Languages Abyssal; telepathy 120 ft.

Challenge 19 (22,000 XP)

Death Throes. The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6) Fire damage plus 31 (9d6) Force damage. Success: Half damage. Failure or Success: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.

Fire Aura. At the end of each of the balor's turns, each creature in a 5-foot Emanation originating from the balor takes 13 (3d8) Fire damage.

Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead.

Magic Resistance. The balor has Advantage on saving throws against spells and other magical effects.

Actions

Flame Whip. Melee Attack Roll: +14, reach 30 ft. 18 (3d6 + 8) Force damage plus 17 (5d6) Fire damage. If the target is a Huge or smaller creature, the balor pulls the target up to 25 feet straight toward itself, and the target has the Prone condition.

Lightning Blade. Melee Attack Roll: +14, reach 10 ft. 21 (3d8 + 8) Force damage plus 22 (4d10) Lightning damage, and the target can't take Reactions until the start of the balor's next turn.

Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack.

Attack Summary

Flame Whip attackmelee
+14 to hit|3d6+8 force+5d6 fire
Range: 30 ft.
Lightning Blade attackmelee
+14 to hit|3d8+8 force+4d10 lightning
Range: 10 ft.