Demon, Balor

Source: System Reference Document 5.0
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Demon, Balor

Huge fiend (demon), chaotic evil


Armor Class 19 (natural armor )

Hit Points 262 (21d12+105)

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 Strength +14, Constitution +12, Wisdom +9, Charisma +12

Damage Resistances cold, lightning, and bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities fire and poison

Condition Immunities poisoned

Senses truesight 120 ft., passive Perception 10

Languages Abyssal and telepathy 120 ft.

Challenge 19 (22000 XP)


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.

Source: 5srd adaptation of Pathfinder Roleplaying Game Bestiary.

When folk whisper frightened tales of the demonic, what most envision is a towering figure of fire and flesh, a horned nightmare armed with flaming whip and sword flying through the night in search of its latest victim. The demon these folk fear is the balor, and that fear is justly placed, for few demons can match the mighty balor in strength or brutality.

In the Abyss, most balors serve demon lords as generals or captains (those balors who don’t are even more potent, and are known as balor lords). A balor typically commands vast legions of demons, and while it often lets these slavering and eager minions fight its battles, the balor is far from a coward. If presented with an opportunity to join a fight, few balors choose to resist.

In combat, a balor relies upon its Teleport to fight foes wise enough to avoid melee range. A balor reduced to fewer than 50 hit points almost always seeks to flee via Teleport, but if that and flight prove impossible it seeks to position itself such that, if it is slain, its death throes are as devastating as possible to the enemy host.

A balor stands 14 feet in height and weighs 4,500 pounds. Only the cruelest mortal souls can fuel the creation of a balor—unlike in the cases of most other demons, it often takes multiple souls of powerful villains to trigger the birthing of a new balor.