Free interactive D&D 5e SRD stat block

Balor

Huge Fiend, CR 19, AC 19, 287 HP. Chaotic Evil.

Huge Fiend (Demon), Chaotic Evil

AC
19
Initiative
+14 (24)
HP
287 (23d12+138)
Speed
40 ft., Fly 80 ft.
ScoreModSave
STR 26 +8 +8
DEX 15 +2 +2
CON 22 +6 +12
INT 20 +5 +5
WIS 16 +3 +9
CHA 22 +6 +6
Skills
Perception +9
Resistances
Cold, Lightning
Immunities
Fire, Poison, Charmed, Frightened, Poisoned
Senses
Truesight 120 ft.; Passive Perception 19
Languages
Abyssal, telepathy 120 ft.
CR
19 (XP 22,000; PB +6)

Traits

Death Throes. The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6) Fire damage plus 31 (9d6) Force damage. Success: Half damage. Failure or Success: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.

Fire Aura. At the end of each of the balor's turns, each creature in a 5-foot Emanation originating from the balor takes 13 (3d8) Fire damage.

Legendary Resistance. If the balor fails a saving throw, it can choose to succeed instead.

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

Actions

Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack.

Flame Whip. Melee Attack Roll: +14, reach 30 ft. Hit: 18 (3d6+8) Force damage plus 17 (5d6) Fire damage. If the target is a Huge or smaller creature, the balor pulls the target up to 25 feet straight toward itself, and the target has the Prone condition.

Lightning Blade. Melee Attack Roll: +14, reach 10 ft. Hit: 21 (3d8+8) Force damage plus 22 (4d10) Lightning damage, and the target can't take Reactions until the start of the balor's next turn.

Bonus Actions

Teleport. The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see.

How to run Balor

A balor is the encounter you build a campaign arc toward. CR 19 with 287 HP, Magic Resistance, and Truesight 120 ft. means the party should arrive understanding that they are about to do something very few mortals attempt. Sell the journey to the fight harder than the fight itself, because once initiative drops the balor does most of the work for you.

The opener is the room. Fire Aura ticks 3d8 fire at the end of every balor turn against anything in 5 feet, so melee characters take 13 free damage per round for being adjacent. Then Multiattack: Flame Whip at +14 with 30 ft. reach drags a Huge or smaller target up to 25 feet straight in and knocks them Prone (35 average damage), and Lightning Blade at +14 with 10 ft. reach denies the target Reactions until the balor's next turn (43 average damage). The combo means the rogue gets yanked into Fire Aura, knocked Prone for Advantage on the next attack, then hit by a sword that locks out Uncanny Dodge. Teleport as a Bonus Action jumps the balor 60 feet, which makes positioning kiting nearly impossible.

Save your Legendary Resistance (3/Day) for spells that actually decide the fight: Banishment, Plane Shift, Forcecage, Imprisonment. Magic Resistance gives Advantage on the rest. Cold and Lightning resistance plus Fire and Poison immunity means the elemental casters are working at half efficiency anyway.

Then the death twist. Death Throes is 9d6 fire plus 9d6 force in a 30-foot Emanation, DC 20 Dex save, 62 average damage on a fail. The party kills the balor and immediately rolls to survive killing the balor. Outside the Abyss, the balor reforms there with full HP. The win is real but conditional, which is exactly the note this fight should end on.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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