Homebrew

Ufgraetur the Deceiver
HUGE FIEND

Treasure: Jewelry worth 25,000 gp

Balors embody demons’ ruinous fury and hatred. Towering, winged terrors, these demonic warlords seethe with wrath, their rage erupting in waves of fire and as a pair of vicious weapons: a sword of crackling lightning and a whip of lashing flames. A balor’s fury persists until the moment of its demise, at which point it explodes—a last act of vengeance against those who slew it. Demon lords and evil gods harness balors’ rage by making balors commanders of armies or guardians of grave secrets.   This one hails from an Abyssal plane of cold and frost.

Armor Class: 19

Initiative: +2 (12)

Hit Points: 300

Speed: 40 ft., 80 ft Fly

Challenge: 19 (XP 22000; PB +6)
    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

Skills: Perception +9

Resistances: Fire, Lightning

Immunities: Cold, Poison; Charmed, Frightened, Poisoned

Gear: Demonic Blade

Senses: True Sight 120 ft, Passive Perception 19

Languages: Common, Abyssal, Telepathy 120 ft.


Traits

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.

  1. Speed drops to 0; 1d6 Cold damage.
  2. Restrained; 2d6 Cold damage.
  3. Paralyzed; takes 3d6 Cold damage every turn.
  Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead.   Magic Resistance. The balor has Advantage on saving throws against spells and other magical effects.


Actions

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.


Bonus Actions

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.


Created by

nasandre.

Statblock Type

Monster/NPC

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