Greater Balor (5e Creature)

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Greater Balor[edit]

Huge fiend (demon), chaotic evil


Armor Class 21 (natural armor)
Hit Points 391 (27d12 + 216)
Speed 60 ft., fly 120 ft.


STR DEX CON INT WIS CHA
30 (+10) 19 (+4) 26 (+8) 24 (+7) 20 (+5) 26 (+8)

Saving Throws Str +17, Con +15, Wis +12, Cha +15
Skills Perception +12
Proficiency Bonus +7
Damage Resistances acid, cold, lightning, necrotic
Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 22
Languages Abyssal, telepathy 240 ft.
Challenge 22 (41,000 XP)


Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 22 Dexterity saving throw, taking 110 (20d10) 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. Creatures or objects reduced to 0 hit points by the balor's death throes are disintegrated.

Fire Aura. At the start of each of the balor's turns, each creature within 10 feet of it takes 17 (3d10) 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 10 feet of it takes 17 (3d10) fire damage.

Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead.

Limited Magic Immunity. The balor is immune to spells of 6th level or lower unless it wished to be affected. It has advantage on saving throws against all other spells and magical effects.

Magic Weapons. The balor's weapon attacks are magical.

ACTIONS

Multiattack. The balor can use its Frightful Presence. It then makes four attacks: two with its longsword, and two with its whip.

Longsword. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) 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: +17 to hit, reach 30 ft., one target. Hit: 17 (2d6 + 10) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 23 Strength saving throw or be pulled up to 25 feet toward the balor.

Frightful Presence. Each creature of the balor's choice within 240 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the balor is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the balor's Frightful Presence for the next 24 hours.

Teleport. The balor magically teleports, along with any equipment it is wearing or carrying, up to 240 feet to an unoccupied space it can see.


A greater balor is an exceptionally big, mean balor, only half a step away from being a full-fledged demon lord. A greater balor is rarely content with commanding a single demonic army, often leading tens of thousands of demons into battle at once. Its fury is incomparable, and it has the prowess to back it up.

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