Combat Statistics

CR 19
Challenge Rating
22,000 XP
19
Armor Class
262
Hit Points
(21d12)
Speed: {"walk":40,"fly":80} ft.
Strength
26
(+8)
Dexterity
15
(+2)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
22
(+6)
Intelligence
20
(+5)
Wisdom
16
(+3)
Charisma
22
(+6)
Damage Resistances: ["cold", "lightning", "bludgeoning, piercing, and slashing from nonmagical weapons"]
Damage Immunities: ["fire", "poison"]
Condition Immunities: [{"index":"poisoned", "name":"Poisoned", "url":"/api/2014/conditions/poisoned"}]
Senses: Truesight 120 ft., Passive Perception 13 ft. passive Perception 13
Languages: ["Abyssal", "telepathy 120 ft."]
Proficiency Bonus: +6

Special Abilities

Death Throes

When the balor dies, it explodes, and each creature within 30 ft. 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 ft. 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 ft. 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 ft. toward the balor.

Teleport

The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.

Quick Reference

Type: Fiend
Size: Huge
Alignment: chaotic evil
Environment: Any

DM Tools

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CR 19 | Challenge Rating: 19
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