BALOR – 5e stats

Huge fiend (demon), chaotic evil

Armor Class 19 (natural armor)
Armor Class (suggested) 25 (natural armor)
Hit Points 262 (21d12 + 126)
Speed 40 ft., fly 80 ft.

Proficiency Bonus +6
Proficiency Bonus +9 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
26 (+8)15 (+2)22 (+6)20 (+5)16 (+3)22 (+6)

Saving Throws (suggested) Str +14, Dex +8, Con +12, Int +11, Wis +9, Cha +12
Saving Throws Str +14, Con +12, Wis +9, Cha +12
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 13
Languages Abyssal, telepathy 120 ft.
Challenge 19 (22000 XP)

Death Throes (Abyssal). When the balor dies, it explodes, and each creature within 30 feet 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 feet 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 feet of it takes 10 (3d6) fire damage.

Fire Aura (suggested). At the start of each of the balor’s turns, each creature within 5 feet of it takes 28 (8d6) 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 feet of it takes 28 (8d6) fire damage.

Frightful Presence (suggested). Each creature of the balor’s choice that is within 120 feet of the balor and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the balor’s Frightful Presence for the next 24 hours.

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 or two attacks with its fists.
  • 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.
  • Vorpal Sword +3 (suggested). Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11) slashing damage plus 13 (3d8) lightning damage.  If the balor rolls a 20 on the attack roll, it cuts off one of the target’s heads, killing it instantly if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 18 (6d8) slashing damage from the hit. If the balor scores a critical hit for any other reason, it rolls damage dice three times, instead of twice.
  • Fist (suggested). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Wisdom saving throw or become frightened for 1d6 rounds.
  • 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 feet toward the balor.
  • Teleport. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


Description

A balor is a towering humanoid fiend with bat-like wings, bull horns, clawed hands, and a mane of fire. Its skin is dark red and its eyes glow with malevolence. It is surrounded by an aura of flames that ignites anything flammable nearby. It wields a whip of fire and a sword of lightning, both of which are deadly weapons that can inflict additional elemental damage. A balor is one of the most powerful types of demons, second only to the demon lords themselves. It is a creature of pure evil and chaos, driven by a primal urge to destroy and dominate. It is also highly intelligent and charismatic, capable of leading armies of lesser demons or scheming against its rivals.

Combat

A balor is a formidable combatant that can use its physical and magical abilities to devastating effect. It can fly with great speed and agility, making it hard to hit or escape from. It can also teleport at will, allowing it to surprise its enemies or retreat if necessary. It usually attacks with its whip and sword, both of which have long reach and can deal extra fire or lightning damage. The whip can also pull a target closer to the balor, exposing it to its fire aura and claws. The sword can also cause a critical hit to deal triple damage instead of double. A balor can also use its frightful presence to instill fear in its foes, making them easier to kill or manipulate. A balor’s most dangerous ability, however, is its death throes. When a balor dies, it explodes in a blinding flash of light, dealing massive fire damage to everything within 30 feet. The explosion also destroys the balor’s weapons and ignites flammable objects in the area.

Habitat / Society

A balor’s natural habitat is the Abyss, the infinite plane of chaos and evil where demons dwell. The Abyss is divided into countless layers, each with its own twisted landscape and horrors. A balor typically rules over a portion of a layer, commanding legions of lesser demons and waging war against other balors or demon lords. A balor’s domain reflects its personality and preferences, often featuring fire, blood, torture, or other forms of suffering. A balor is constantly seeking to increase its power and influence, either by conquering more territory, acquiring more followers, or gaining favor from a demon lord. A balor is also always on guard against potential threats or rivals, as the Abyss is a place of constant strife and betrayal.

A balor rarely leaves the Abyss, unless it is summoned by a powerful spellcaster or drawn by an opportunity to spread chaos and destruction in other planes. Balors recognize all planes as potential battlegrounds in the Blood War, the eternal conflict between demons and devils for the fate of the multiverse. They motivate the tanar’ri involvement in the Blood War and derive immense pleasure from others’ suffering. They make pacts with mortals to perform services in return for power in the mortals’ planes. The more followers or allies they gain there, the more magical power they command in the Blood War.

Ecology

A balor’s ecology is largely unknown, as it is not a natural creature but a manifestation of evil and chaos. A balor does not need to eat, drink, sleep, or breathe, but it may do so for pleasure or intimidation. A balor does not reproduce in a conventional way, but it may spawn lesser demons from its own essence or corrupt other beings into becoming demons. A balor does not age or die of natural causes, but it can be killed by violence or powerful magic. A balor’s role in the multiverse is to serve as an agent of the Abyss, spreading evil and chaos wherever it goes. A balor’s ultimate goal is to overthrow the demon lords and become the supreme ruler of the Abyss, or even beyond.