Homebrew
| MOD | SAVE | ||
|---|---|---|---|
| STR | 26 | +8 | +8 |
| DEX | 15 | +2 | +2 |
| CON | 22 | +6 | +12 |
| MOD | SAVE | ||
| INT | 20 | +5 | +5 |
| WIS | 16 | +3 | +9 |
| CHA | 22 | +6 | +6 |
Death Throes. The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 9d6 Cold damage plus 31 9d6 Force damage. Success: Half damage. Failure or Success: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss. Cold Aura. At the end of each of the balor’s turns, each creature in a 5-foot Emanation originating from the balor must make a Strength Saving Throw DC16 or get a level of Frozen.
Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack. Ice Spike. Melee Attack Roll: 1d20+14 , reach 30 ft. Hit: 18 3d6+8 Force damage plus 17 5d6 Cold damage. If the target is a Huge or smaller creature, they are stuck to the ground unable to move. They must succeed an Athletic or Acrobatics Check DC15 Frost Blade. Melee Attack Roll: 1d20+14 , reach 10 ft. Hit: 21 3d8+8 Force damage plus 22 4d10 Lightning damage, and the target can’t take Reactions until the start of the balor’s next turn.
Teleport. The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see.