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Balor

Huge · Fiend · CR 19 · Chaotic Evil

Source. 5e 2024 Rules
Armor Class
19 (natural armor)
Hit Points and Hit Dice
287 (23d12 + 138)
Challenge Rating CR
19

Ability Scores

Core attributes and their modifiers.

STR
26
+8
DEX
15
+2
CON
22
+6
INT
20
+5
WIS
16
+3
CHA
22
+6

Overview

Category Monsters
Size Huge
Type Fiend
Alignment Chaotic Evil
XP 22000
Initiative Bonus +14

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 +8 Dexterity +2 Constitution +12 Intelligence +5 Wisdom +9 Charisma +6

Skills

Perception +9

Languages

Abyssal; telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
fire, poison
Damage Resistances
cold, lightning
Condition Immunities
charmed, frightened, poisoned

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

Flame Whip

Cost 1

+14 to hit, reach 30 ft (9.1 m). Hit: 3d6+8 force damage.

Melee Attack Roll: +14, reach 30 ft. 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

Cost 1

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

Melee Attack Roll: +14, reach 10 ft. 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.

Multiattack

Cost 1

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

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.

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 287 hit points (derived from 23d12 + 138).

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..

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