Balor Monster D&D 5e (5th Edition)


Death Throes: Whenever the balor dies then it will explode and also each of the creature within 30 feet of it should make a DC 20 Dexterity saving throw, taking 70(20d6) fire damage on the failed save, or else half as much damage on the successful one. Basically, the explosion ignites flammable objects within that specified area which are not being worn or carried and also it will destroy the balor’s weapons.

Fire Aura: At the very start of each of the balor’s turn and each creature within the 5 feet of it will take 10 (3d6) fire damage and also flammable objects in the aura which are not either being worn or carried ignite. Also a creature which touches this 5e balor or hits it with the melee attack while within the 5 feet of it will take 10 (3d6) fire damage.

Magic Resistance: Actually, this balor has an advantage on the saving throws against the spells and also the other magical effects.

Magic Weapons: The balor’s weapon attacks are magical.


Multiattack: Actually, the balor can make two attacks such as: one with its longsword and remaining 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, suppose, if the balor will scores a critical hit and then 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 also the target must be succeeded on a DC 20 strength saving throw or else be pulled up to 25 feet toward the balor.

Teleport: Actually, this balor magically teleports and along with any of the equipment it is wearing or carrying, up to 120 feet to an unoccupied space which it can able to see.

Variant: Summon Demon (1/Day): Actually, the demon chooses what ever to the summon and also attempts the magical summoning.

A balor has the 50 percent chance of the summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one Goristro.

A summoned demon will appear in the unoccupied space within the 60 feet of its summoner, acts like an ally of its summoner, and also can not summon other demons. It will remain for 1 minute and until it or its summoner will die, or else it summoner will be dismiss it like an action.

Balor Monster 5e Attributes

19 (Natural Armor)
Chaotic Evil
CHA 22
CON 22
Challenge Rating
Condition Immunities
DEX 15
262 (21d12+126)
INT 20
Fire, Poison
Abyssal, Telepathy 120 Ft.
Passive Perception
Cold, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Roll 0
Longsword 1d20 + 14 3d8+8+3d8
Roll 1
Whip 1d20 + 14 2d6+8+3d6
Saving Throws
Str +14, Con +12, Wis +9, Cha +12
Truesight 120 Ft.
40 ft., fly 80 ft.
fiend (demon)

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