Lesser Balor

Large fiend (demon), chaotic evil

Armor Class

18 (natural armor)

Hit Points

123 (13d10 + 52)

Speed

40 ft., fly 80 ft.

STR

20 (+5)

DEX

14 (+2)

CON

18 (+4)

INT

16 (+3)

WIS

15 (+2)

CHA

18 (+4)

Damage Immunities

fire, poison

Damage Resistances

cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

poisoned

Senses

truesight 60 ft., passive Perception 13

Saving Throws

Str +9, Con +8, Wis +6, Cha +8

Languages

Abyssal, telepathy 60 ft.

Challenge

10 (5,900 XP)

Fiery End. When the lesser balor dies, it explodes. Each creature within 20 feet of it must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 35 (10d6) fire damage, or half as much damage on a successful one. The explosion destroys the lesser balor’s weapons.

Singeing Aura. At the start of each of the lesser balor’s turns, each creature within 5 feet of it takes 7 (2d6) fire damage. A creature that touches the lesser balor or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Magic Resistance. The lesser balor has advantage on saving throws against spells and other magical effects.

Magic Weapons. The lesser balor’s weapon attacks are magical.

Actions

Multiattack. The lesser balor makes one attack with its longsword and one attack with its whip.

Longsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 9 (2d8) lightning damage. If the lesser balor scores a critical hit, it rolls damage dice three times, instead of twice.

Whip. Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) fire damage, and the target must succeed on a DC 16 Strength saving throw or be pulled up to 15 feet toward the lesser balor.

large
fiend
cr10
strongholds-and-followers