--- obsidianUIMode: preview cssclasses: json5e-monster tags: - compendium/src/5e/mm - monster/size/huge - monster/type/fiend/demon aliases: ["Balor"] --- # Balor *Source: SRD / Basic Rules* ```ad-statblock title: Balor ![](compendium/bestiary/fiend/token/balor.png#token) *Huge fiend (demon), Chaotic Evil* - **Armor Class** 19 (natural armor) - **Hit Points** 262 (`21d12 + 126`) - **Speed** 40 ft., fly 80 ft. |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |26 (+8)|15 (+2)|22 (+6)|20 (+5)|16 (+3)|22 (+6)| - **Proficiency Bonus** +6 - **Saving Throws** Strength +14, Constitution +12, Wisdom +9, Charisma +12 - **Skills** ⏤ - **Senses** truesight 120 ft., passive Perception 13 - **Damage Resistances** cold; lightning; bludgeoning, piercing, slashing from nonmagical attacks - **Damage Immunities** fire, poison - **Condition Immunities** poisoned - **Languages** Abyssal, telepathy 120 ft. - **Challenge** 19 ## 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. ``` ^statblock