Creature Reference Back to Creatures

Balor

Huge · Fiend · CR 19 · Chaotic Evil

Armor Class
19
Hit Points and Hit Dice
299 (26d12+130)
Challenge Rating CR
19

Ability Scores

Core attributes and their modifiers.

STR
26
+8
DEX
18
+4
CON
20
+5
INT
20
+5
WIS
20
+5
CHA
22
+6

Overview

Category Monsters
Size Huge
Type Fiend
Alignment Chaotic Evil
XP 22000
Initiative Bonus +4

Movement

Walk 40 ft (12.2 m)
Fly 80 ft (24.4 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Truesight 120 ft (36.6 m)
Passive Perception 21

Saving Throws

Strength +14 Dexterity +10 Constitution +11 Wisdom +11 Charisma +12

Skills

Intimidation +12 Perception +11

Languages

Abyssal, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
fire, poison
Damage Resistances
cold, lightning; damage from nonmagical weapons
Condition Immunities
poisoned

Traits

Chaotic Evil

The balor radiates a Chaotic and Evil aura.

Death Throes

When the balor dies, it explodes. Each creature within 30 feet makes a DC 19 Dexterity saving throw, taking 52 (15d6) fire damage on a failed save or half damage on a success.

Fire Aura

At the start of the balors turn, each creature within 10 feet takes 10 (3d6) fire damage. A creature that touches the balor or hits it with a melee attack takes 10 (3d6) fire damage.

Magic Resistance

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

Actions

Fire Whip

+14 to hit, reach 45 ft (13.7 m). Hit: 3d6+8 plus 4d6 fire damage.

Melee Weapon Attack: +14 to hit, reach 45 ft., one target. Hit: 18 (3d6 + 8) slashing damage plus 14 (4d6) fire damage and the target makes a DC 19 Strength saving throw. On a failure it is pulled up to 40 feet towards the balor.

Lightning Sword

+14 to hit, reach 10 ft (3 m). Hit: 3d8+8 plus 4d8 lightning damage.

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 18 (4d8) lightning damage.

Multiattack

The balor attacks with its lightning sword and its fire whip.

Teleport

The balor magically teleports to a space within 120 feet that it can see.

Whip Crack

1/day

A 90-foot cone of thunderous flame emanates from the balor. Each creature in the area makes a DC 19 Constitution saving throw taking 28 (8d6) fire damage and 28 (8d6) thunder damage and falling prone on a failed save or taking half damage on a successful one.

Reactions

Instinctive Teleport

After the balor takes damage, it uses Teleport.

About Balor

Balor is a huge fiend with a Challenge Rating of 19. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 19 and possesses 299 hit points (derived from 26d12+130).

Balor has communication capabilities including Abyssal, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Balor

4 tips available

When using Balor in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Balor

4 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 19.

High-Level Solo Encounter:

This creature is too powerful for a single level-20 character. You need 2.0 character(s) at maximum level (20) to face this creature.

Experience Point Thresholds:

  • Medium: 38,000 XP
  • Hard: 57,000 XP
  • Deadly: 76,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Balor?
Balor has a Challenge Rating of 19, making it appropriate for parties of level 19.0.
What type of creature is Balor?
Balor is a Huge Fiend, which affects how certain spells and abilities interact with it.
What languages does Balor speak?
Balor can communicate in Abyssal, telepathy 120 ft..

Related D&D 5e Content

Related Creatures