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Balor

Huge · Fiend · CR 19 · Chaotic Evil

Source. Black Flag SRD
Armor Class
19 (natural armor)
Hit Points and Hit Dice
292
Challenge Rating CR
19

Ability Scores

Core attributes and their modifiers.

STR
38
+14
DEX
14
+2
CON
34
+12
INT
20
+5
WIS
28
+9
CHA
34
+12

Overview

Category Monsters
Size Huge
Type Fiend
Alignment Chaotic Evil
XP 22000
Initiative Bonus +2

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 19

Saving Throws

Strength +14 Dexterity +2 Constitution +12 Intelligence +5 Wisdom +9 Charisma +12

Languages

Abyssal,telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
fire,Demonic Resilience
Damage Resistances
bludgeoning,piercing,and slashing damage from nonmagical attacks,Demonic Resilience

Traits

Demonic Flames

Creatures resistant to fire damage aren't resistant to fire damage dealt by the balor. Creatures immune to fire damage are still immune to the balor's fire damage.

Demonic Resilience

The balor is resistant to cold and lightning damage. In addition, it is immune to poison damage and to the poisoned condition.

Diving Assault

If the balor is flying and moves at least 30 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 20 STR save or be knocked prone. If the target is prone, the balor can make one Longsword attack against it as a bonus action.

Fire Aura

At the start of each of the balor's turns, each creature within 10 feet of it takes 13 (3d8) fire damage, and flammable objects in the aura that aren't being worn or carried ignite.

Flaming Weapons

The balor's weapon attacks are magical. When the balor hits with any weapon, the weapon deals an extra 3d8 fire damage (included in the attack).

Magic Resistance

The balor has advantage on saves against spells and other magical effects.

Actions

Gore

+14 to hit, reach 10 ft (3 m). Hit: 2d6+8 plus 3d8 fire damage.

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) piercing damage plus 13 (3d8) fire damage.

Longsword

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

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) slashing damage, or 24 (3d10+8) slashing damage if used with two hands, plus 13 (3d8) fire damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.

Multiattack

The balor makes one Gore attack, one Longsword attack, and one Whip attack.

Whip

+14 to hit, reach 30 ft (9.1 m). Hit: 3d4+8 plus 3d8 fire damage.

Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (3d4+8) slashing damage plus 13 (3d8) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.

Bonus Actions

Teleport

The balor magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

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 292 hit points (derived from None).

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

GM Tips: Using Balor

3 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.
  • 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

3 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.
  • 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..

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