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2.5 KiB
2.5 KiB
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Balor
Source: SRD / Basic Rules
title: Balor

*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