Balor
Huge Fiend
Armor Class 19
Hit Points 299 (26d12+130)
Speed fly +80, walk +40
Challenge 19
Saving Throws cha +12, con +11, dex +10, str +14, wis +11
Skills perception +11, intimidation +12
Damage Resistances cold, lightning; damage from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 21
Languages Abyssal, telepathy 120 ft.
Special Abilities
Chaotic Evil. The balor radiates a Chaotic and Evil aura.
Death Throes. When the balor dies, it explodes. Each creature within 30 feet makes a DC 19 Dexterity saving throw, taking 52 (15d6) fire damage on a failed save or half damage on a success.
Fire Aura. At the start of the balors turn, each creature within 10 feet takes 10 (3d6) fire damage. A creature that touches the balor or hits it with a melee attack takes 10 (3d6) fire damage.
Magic Resistance. The balor has advantage on saving throws against spells and magical effects.
Actions
Multiattack. The balor attacks with its lightning sword and its fire whip.
Lightning Sword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 18 (4d8) lightning damage.
Fire Whip. Melee Weapon Attack: +14 to hit, reach 45 ft., one target. Hit: 18 (3d6 + 8) slashing damage plus 14 (4d6) fire damage and the target makes a DC 19 Strength saving throw. On a failure it is pulled up to 40 feet towards the balor.
Whip Crack (1/Day). A 90-foot cone of thunderous flame emanates from the balor. Each creature in the area makes a DC 19 Constitution saving throw taking 28 (8d6) fire damage and 28 (8d6) thunder damage and falling prone on a failed save or taking half damage on a successful one.
Teleport. The balor magically teleports to a space within 120 feet that it can see.
Reactions
Instinctive Teleport. After the balor takes damage, it uses Teleport.
Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open