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.