Size:
Large
Type:
Fiend
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
0
Hit Points:
25 + 1d10
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
leader
Ground:
35
Climb/Arboreal:
Flight:
70
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
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.
Action
Multiattack
The balor makes two attacks: one with its longsword and one with its whip.
Action
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.
Action
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.
Special
Death Throes
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.
Special
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.
Special
Magic Resistance
The balor has advantage on saving throws against spells and other magical effects.
Special
Magic Weapons
The balor's weapon attacks are magical.

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Death Throes|Flaming Body|Telepathy|True Seeing
When killed, a balor explodes in a blinding flash of fire that 2d10 deals damage (half fire, half necrotic damage) to anything within 100 feet (Breath save halves).
Special
|Death Throes|Flaming Body|Telepathy|True Seeing
A balor's body is covered in dancing flames. Anyone striking a balor with a natural weapon or unarmed strike takes 1d8 fire damage. A creature that grapples a balor or is grappled by one takes 3x this amount of fire damage each round the grapple persists.
Special
|Death Throes|Flaming Body|Telepathy|True Seeing
You can mentally communicate with any other creature within 100 feet that has a language.
Special
|Death Throes|Flaming Body|Telepathy|True Seeing
It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Special
|Death Throes|Flaming Body|Telepathy|True Seeing
You see all things as they actually are, as per the spell True Seeing, as a constant ability.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Cleave
Action
Feat 10
Weapon Focus (longsword)
Action
Feat 2
Combat Reflexes
Action
Feat 3
Greater Two-Weapon Fighting
Action
Feat 4
Improved Initiative
Action
Feat 5
Improved Two-Weapon Fighting
Action
Feat 6
Iron Will
Action
Feat 7
Power Attack
Action
Feat 8
Quicken Spell-Like Ability (telekinesis)
Action
Feat 9
Two-Weapon Fighting
Action
Melee 1
+1 vorpal unholy longsword +31/+26/+21/+16 (2d6+13)
Action
Melee 2
+1 vorpal flaming whip +30/+25/+20 (1d4+7 plus 1d6 fire and entangle) or 2 slams +31 (1d10+12)
Special
1/day
blasphemy (DC 25), fire storm (DC 26), implosion (DC 27), summon (level 9, any 1 CR 19 or lower demon 100%)
Special
3/day-quickened
telekinesis (DC 23)
Special
At will
dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), power word stun, telekinesis (DC 23)
Special
Constant
true seeing, unholy aura (DC 26)
Special
Death Throes (Su
) When killed, a balor explodes in a blinding flash of fire that deals 100 points of damage (half fire, half unholy damage) to anything within 100 feet (Reflex DC 33 halves). The save DC is Constitution-based.
Special
Entangle (Ex)
If a balor strikes a Medium or smaller foe with its whip, the balor can immediately attempt a grapple check without provoking an attack of opportunity. If the balor wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balor does not.
Special
Flaming Body (Su)
A balor's body is covered in dancing flames. Anyone striking a balor with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a balor or is grappled by one takes 6d6 points of fire damage each round the grapple persists.
Special
Vorpal Strike (Su)
Any slashing weapon a balor wields (including its standard longsword and whip) gains the vorpal weapon quality. Weapons retain this quality for one hour after the balor releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.
Special
Whip Mastery (Ex)
A balor treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe's armor.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Trait
Demon
A family of fiends, demons hail from or trace their origins to the Abyss. Most are irredeemably chaotic evil and have darkvision.
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Immunity
fire
Item
longsword
Language
Abyssal
Celestial
Draconic
telepathy 100 feet
Perception
darkvision
true seeing
Weakness
cold 20
cold iron 20
good 20
This winged fiend's horned head and fanged visage present the perfection of the demonic form, fire spurting from its flesh.
5e SRD