**_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.
AltName: '[Balor](hd_monsters_balor.md)'
Source: (SRD p270)
Size: Huge
Type: fiend (demon)
Alignment: chaotic evil
ArmorClass: 19 (natural armor)
HitPoints: 262 (21d12 + 126)
Speed: 40 ft., fly 80 ft.
Strength: 26 (+8)
Dexterity: 15 (+2)
Constitution: 22 (+6)
Intelligence: 20 (+5)
Wisdom: 16 (+3)
Charisma: 22 (+6)
SavingThrows: Str +14, Con +12, Wis +9, Cha +12
Senses: truesight 120 ft., passive Perception 13
Languages: Abyssal, telepathy 120 ft.
Challenge: 19 (22000 XP)
DamageImmunities: fire, poison
DamageResistances: cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**_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.
AltName: '[Balor](hd_monsters_balor.md)'
Source: (SRD p270)
Size: Huge
Type: fiend (demon)
Alignment: chaotic evil
ArmorClass: 19 (natural armor)
HitPoints: 262 (21d12 + 126)
Speed: 40 ft., fly 80 ft.
Strength: 26 (+8)
Dexterity: 15 (+2)
Constitution: 22 (+6)
Intelligence: 20 (+5)
Wisdom: 16 (+3)
Charisma: 22 (+6)
SavingThrows: Str +14, Con +12, Wis +9, Cha +12
Senses: truesight 120 ft., passive Perception 13
Languages: Abyssal, telepathy 120 ft.
Challenge: 19 (22000 XP)
DamageImmunities: fire, poison
DamageResistances: cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- **Damage Resistances** cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- **Condition Immunities** poisoned
## Special Features
**_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.