Balor
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Balor Statblocks
Balor
Balor
Summoned with Foe FoundryHuge Fiend (Demon, Balor)
AC 16 (Unholy Armor) Initiative +15 (25)
HP 287 (25d12 + 125)
Speed 40 ft., fly 80 ft.
| Mod | Save | ||
|---|---|---|---|
| Str | 23 | +6 | +6 |
| Dex | 17 | +3 | +3 |
| Con | 20 | +5 | +11 |
| Mod | Save | ||
|---|---|---|---|
| Int | 20 | +5 | +5 |
| Wis | 17 | +3 | +9 |
| Cha | 22 | +6 | +6 |
Skills Perception +9
Resistances Cold, Lightning
Immunities Fire, Poison; Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Abyssal; telepathy 120 ft.
CR 19 (22,000 XP; PB +6)
Traits
Magic Resistance. The balor has advantage on saves against spells and other magical effects.
Actions
Multiattack. The balor makes three Lightning Blade attacks. It may replace two attacks with a use of its Flame Whip.
Lightning Blade. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 41 (10d6 + 6) lightning damage. If the attack hits and there is another hostile target within 5 ft then that target also takes 6 lightning damage.
Flame Whip. The balor wraps a fiery whip around a creature within 30 feet. It must make a DC 20 Dexterity save. On a failure, it takes 52 (15d6) fire damage and is pulled up to 30 feet closer to the balor and is knocked Prone. On a success, it takes half damage instead.
Wild Cleave (Recharge 5-6). The balor makes an attack against every creature within 10 ft. On a hit, the creature is pushed up to 20 feet away.
Bonus Actions
Fiendish Teleportation. The balor teleports itself or a friendly creature within 10 feet to an unoccupied space it can see within 60 feet.
Reactions
Reject Divinity. When a creature the balor can see within 30 feet regains hit points from a Divine source, the balor reduces the number of hit points gained to 0 and the balor instead deals 28 (8d6) necrotic damage to that creature.
Balor Dreadlord
Balor Dreadlord
Summoned with Foe FoundryHuge Fiend (Demon, Balor)
AC 19 (Unholy Armor) Initiative +17 (27)
HP 487 (39d12 + 234)
Speed 40 ft., fly 80 ft.
| Mod | Save | ||
|---|---|---|---|
| Str | 23 | +6 | +13 |
| Dex | 17 | +3 | +3 |
| Con | 22 | +6 | +13 |
| Mod | Save | ||
|---|---|---|---|
| Int | 20 | +5 | +5 |
| Wis | 17 | +3 | +10 |
| Cha | 22 | +6 | +6 |
Skills Perception +10
Resistances Cold, Lightning
Immunities Fire, Poison; Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 20
Languages Abyssal; telepathy 120 ft.
CR 23 (50,000 XP; PB +7)
Traits
Bloodied Rage. When the balor's current hit points are below 245, then it may make an extra attack as part of its Multiattack.
Fanatic Followers. Whenever the balor would be hit by an attack, they command an ally within 5 feet to use its reaction to switch places with the balor. The ally is hit by the attack instead. If the ally is killed by this attack, then the balor gains 40 temporary hp.
Magic Resistance. The balor has advantage on saves against spells and other magical effects.
Void Siphon. When a creature within 20 feet of the balor receives magical healing, it also gains a level of Exhaustion
Legendary Prowess (3/day). The balor can choose to succeed on a saving throw or ability check instead of failing. When it does so, it takes 25 force damage.
Actions
Multiattack. The balor makes three Lightning Blade attacks.
Lightning Blade. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit 34 (8d6 + 6) lightning damage. On a hit, the target must make a DC 19 Constitution saving throw or be Dazed. A Dazed creature can move or take an action on its turn, but not both. It cannot take bonus actions or free object interactions. A creature that is immune to being Stunned cannot be Dazed
Lightning Breath (Recharge 5-6). The balor breathes lightning in a 60 ft cone. Each creature in the area must make a DC 21 Dexterity save. On a failure, the creature takes 82 (15d10) lightning damage or half as much on a success. Additionally, creatures that fail the save by 5 or more are Susceptible to Lightning to their next source of lightning damage in the next minute. A creature susceptible to lightning ignores any immunity or resistance to lightning that it may have. If it had no such immunity or resistance, it is instead vulnerable to lightning.
Bonus Actions
Fiendish Teleportation. The balor teleports itself or a friendly creature within 10 feet to an unoccupied space it can see within 60 feet.
Legendary Actions (3)
Charge. The balor moves up to half its speed and makes an Lightning Blade attack.
Lightning Breath. The balor uses or attempts to recharge its Lightning Breath ability. It can't take this action again until the start of its next turn.
Replenish. The balor gains 15 temporary hitpoints. It can't take this action again until the start of its next turn.