Balor [1/2]Fiend · CR 19
Balor [1/2]Huge Fiend (Demon), Chaotic Evil
STR26+8DEX15+2CON22+6INT20+5WIS16+3CHA22+6
AC19HP287CR19SPD40 ft., Fly 80 ft.
TRAITS
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.

Balor [2/2]Fiend · CR 19
Balor [2/2]Huge Fiend (Demon), Chaotic Evil
TRAITS (cont.)
Magic Resistance

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

ACTIONS
Multiattack

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

Flame Whip

Melee Attack Roll: +14, reach 30 ft. Hit: 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. Hit: 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.

BONUS ACTIONS
Teleport

The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see.

Balor [1/3]
Huge Fiend (Demon), Chaotic Evil
19
19Armor Class
287Hit Points
40 ft., Fly 80 ft.Speed
STR26+8
DEX15+2
CON22+6
INT20+5
WIS16+3
CHA22+6

Initiative. +14

Senses. Truesight 120 ft.; Passive Perception 19

Resistances. Cold, Lightning

Immunities. Fire, Poison; Charmed, Frightened, Poisoned

Languages. Abyssal; telepathy 120 ft.

Traits

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.

Fiend
Monster card
Balor [2/3]
Huge Fiend (Demon), Chaotic Evil
19
19Armor Class
287Hit Points
40 ft., Fly 80 ft.Speed
STR26+8
DEX15+2
CON22+6
INT20+5
WIS16+3
CHA22+6

Traits (cont.)

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

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

Flame Whip. Melee Attack Roll: +14, reach 30 ft. Hit: 18 (3d6 + 8) Force damage plus 17 (5d6) Fire damage. If the target is a

Fiend
Monster card
Balor [3/3]
Huge Fiend (Demon), Chaotic Evil
19
19Armor Class
287Hit Points
40 ft., Fly 80 ft.Speed
STR26+8
DEX15+2
CON22+6
INT20+5
WIS16+3
CHA22+6

Actions (cont.)

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. Hit: 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.

Bonus Actions

Teleport. The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see.

Fiend
Monster card

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Balor — printable monster card

Huge Fiend (Demon), Chaotic Evil

  • CR 19
  • Fiend
  • Huge

Full stat block

Armor Class
19
Hit Points
287
Initiative
+14
Speed
40 ft., Fly 80 ft.
Senses
Truesight 120 ft.; Passive Perception 19
Resistances
Cold, Lightning
Immunities
Fire, Poison; Charmed, Frightened, Poisoned
Languages
Abyssal; telepathy 120 ft.
Challenge Rating
19 (22,000 XP)
Proficiency bonus
+6
Saving throw proficiencies
Constitution, Wisdom
Skill proficiencies
Perception
Ability scores
STR DEX CON INT WIS CHA
26 +8 15 +2 22 +6 20 +5 16 +3 22 +6

Traits

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

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

Flame Whip. Melee Attack Roll: +14, reach 30 ft. Hit: 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. Hit: 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.

Bonus Actions

Teleport. The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see.

See also