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AideDeJeu/Data/HD/srd_monsters_balor.md
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> [Monsters, NPC and Animals](srd_monsters.md)
---
# Balor
- Alias: [Balor](hd_monsters_balor.md)
- Source: (SRD p270)
-  Huge fiend (demon), chaotic evil
- **Armor Class** 19 (natural armor)
- **Hit Points** 262 (21d12 + 126)
- **Speed** 40 ft., fly 80 ft.
|STR|DEX|CON|INT|WIS|CHA|
|---|---|---|---|---|---|
|26 (+8)|15 (+2)|22 (+6)|20 (+5)|16 (+3)|22 (+6)|
- **Saving Throws** Str +14, Con +12, Wis +9, Cha +12
- **Senses** truesight 120 ft., passive Perception 13
- **Languages** Abyssal, telepathy 120 ft.
- **Challenge** 19 (22000 XP)
- **Damage Immunities** fire, poison
- **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.