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Balor vs Pit Fiend
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<blockquote data-quote="Celtavian" data-source="post: 7007198" data-attributes="member: 5834"><p>Can you test my version of the Balor?</p><p></p><p><strong>BALOR</strong> Huge fiend (demon), chaotic evil; Challenge 20 (25,000 XP)</p><p>Armor Class 19 (natural armor); Hit Points 393 (21d12 + 126 x1.5 PC); Speed 40ft., fly 80ft.</p><p>STR 26 (+8) DEX 15 (+2) CON 22 (+6) INT 20 (+5) WIS 16 (+3) CHA 22 (+6)</p><p>Saving Throws Str +14, Con +12, Wis +9, Cha +12</p><p>Skills: Athletics +14, Perception +9, Insight +9, Arcana +11, Religion +11</p><p>Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons</p><p>Damage Immunities fire, poison; Condition Immunities poisoned</p><p>Senses truesight 120ft., passive Perception 19</p><p>Languages Abyssal, telepathy 120ft.</p><p>Death Throes. When the balor dies, it explodes, and each creature within 120 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.</p><p></p><p>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.</p><p></p><p>Magic Resistance. The balor has advantage on saving throws against spells and other magical effects.</p><p></p><p>Magic Weapons. The balor's weapon attacks are magical. The balor’s weapon attacks score a critical hit on a 19-20.</p><p></p><p>Innate Spellcasting. The balor’s spellcasting ability is Intelligence (spell save DC 19). The balor can innately cast the following spells, requiring no material components:</p><p>At will: darkness, detect magic, dispel magic (5th level), telekinesis.</p><p>3/day: fire storm, greater teleport, dominate monster.</p><p>1/day each: divine word, power word stun, plane shift.</p><p></p><p>ACTIONS</p><p>Multiattack. The balor makes two attacks: one with its longsword and one with its whip.</p><p></p><p>Longsword. Melee Weapon Attack: + 14 to hit, reach 10ft., 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.</p><p></p><p>Whip. Melee Weapon Attack: +14 to hit, reach 30ft., 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.</p><p></p><p>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.</p><p></p><p>Fiery Charge. The balor can charge up to 80 feet using its fly speed. It makes a Shove Check using its +14 Strength (Athletics) skill against any target in its path. It gets advantage on this check against any target that is Large or smaller. Each target in its path is either knocked prone or shove backwards 5 feet out of its way. If the target is knocked prone, the balor can travel through its square without difficulty. Any creature in the path takes 2d10+8 bludgeoning damage and 3d6 fire damage. At the end of the charge, it can make a melee attack as a bonus action.</p><p></p><p>Hurl Fire and Lightning Bolt: Ranged Spell Attack: +11 attack. Range: 300 feet; each target in 5 foot wide line. Hit: 6d6+5 lightening damage and 6d6+5 fire damage. The target must make a DC 19 Dexterity save or catch on fire taking 3d6 fire damage at the start of their turn until they use their action to put the fire out requiring a DC 19 dexterity save.</p><p></p><p>Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. The balor has a 50% percent chance of summoning ld8 vrocks, ld6 hezrous, ld4 glabrezus, ld3 nalfeshnees, ld2 mariliths, or one goristro.</p><p>A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and it can't summon other demons. It remains until its summoner dismisses it as an action.</p><p></p><p>Read more: <a href="http://www.enworld.org/forum/showthread.php?470251-CAMPAIGN-Out-of-the-Abyss-SPOILERS/page7#ixzz4Wpv6fBwn" target="_blank">http://www.enworld.org/forum/showthread.php?470251-CAMPAIGN-Out-of-the-Abyss-SPOILERS/page7#ixzz4Wpv6fBwn</a></p></blockquote><p></p>
[QUOTE="Celtavian, post: 7007198, member: 5834"] Can you test my version of the Balor? [B]BALOR[/B] Huge fiend (demon), chaotic evil; Challenge 20 (25,000 XP) Armor Class 19 (natural armor); Hit Points 393 (21d12 + 126 x1.5 PC); Speed 40ft., fly 80ft. STR 26 (+8) DEX 15 (+2) CON 22 (+6) INT 20 (+5) WIS 16 (+3) CHA 22 (+6) Saving Throws Str +14, Con +12, Wis +9, Cha +12 Skills: Athletics +14, Perception +9, Insight +9, Arcana +11, Religion +11 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison; Condition Immunities poisoned Senses truesight 120ft., passive Perception 19 Languages Abyssal, telepathy 120ft. Death Throes. When the balor dies, it explodes, and each creature within 120 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. Magic Resistance. The balor has advantage on saving throws against spells and other magical effects. Magic Weapons. The balor's weapon attacks are magical. The balor’s weapon attacks score a critical hit on a 19-20. Innate Spellcasting. The balor’s spellcasting ability is Intelligence (spell save DC 19). The balor can innately cast the following spells, requiring no material components: At will: darkness, detect magic, dispel magic (5th level), telekinesis. 3/day: fire storm, greater teleport, dominate monster. 1/day each: divine word, power word stun, plane shift. ACTIONS Multiattack. The balor makes two attacks: one with its longsword and one with its whip. Longsword. Melee Weapon Attack: + 14 to hit, reach 10ft., 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. Whip. Melee Weapon Attack: +14 to hit, reach 30ft., 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. Fiery Charge. The balor can charge up to 80 feet using its fly speed. It makes a Shove Check using its +14 Strength (Athletics) skill against any target in its path. It gets advantage on this check against any target that is Large or smaller. Each target in its path is either knocked prone or shove backwards 5 feet out of its way. If the target is knocked prone, the balor can travel through its square without difficulty. Any creature in the path takes 2d10+8 bludgeoning damage and 3d6 fire damage. At the end of the charge, it can make a melee attack as a bonus action. Hurl Fire and Lightning Bolt: Ranged Spell Attack: +11 attack. Range: 300 feet; each target in 5 foot wide line. Hit: 6d6+5 lightening damage and 6d6+5 fire damage. The target must make a DC 19 Dexterity save or catch on fire taking 3d6 fire damage at the start of their turn until they use their action to put the fire out requiring a DC 19 dexterity save. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. The balor has a 50% percent chance of summoning ld8 vrocks, ld6 hezrous, ld4 glabrezus, ld3 nalfeshnees, ld2 mariliths, or one goristro. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and it can't summon other demons. It remains until its summoner dismisses it as an action. Read more: [url]http://www.enworld.org/forum/showthread.php?470251-CAMPAIGN-Out-of-the-Abyss-SPOILERS/page7#ixzz4Wpv6fBwn[/url] [/QUOTE]
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