Fantasy
Fiore is a land where magic is more than a tool. The kingdom thriving on its many guilds.
Author's Note: Fiore is a land where magic is more than a tool—it is the lifeblood of civilization. The kingdom thrives on its many guilds, each acting as a hub for mages seeking adventure, fame, and fortune. From the bustling streets of Magnolia to the mystical ruins lost to time, danger and wonder await at every turn. Rival guilds clash in fierce competitions, dark guilds operate in the shadows, and ancient beings stir beneath the surface, threatening to upend the world’s balance. Whether a wandering mage, a loyal guild member, or an outlaw practicing forbidden arts, every adventurer plays a role in shaping the future of this enchanted land.
Magic is incredibly diverse, ranging from elemental spells to celestial summoning and reality-warping abilities.
Guilds serve as factions, each with its own rules, reputation, and politics.
The world is filled with relics, forgotten spells, and legendary beings tied to the past.
Dark Guilds exist outside the law, dealing in forbidden magic and secretive contracts.
The Magic Council acts as the governing body, enforcing magical law and overseeing high-level threats.
Combat can be explosive and over-the-top, with grand-scale battles and flashy abilities.
Played | 29 times |
Cloned | 2 times |
Created | 30 days ago |
Last Updated | 18 days ago |
Visibility | Public |
Balor
CR 19•Huge Fiend

HP Range147 - 378 (Avg: 263)
AC19
XP22000
Details
Size | Huge |
Type | Fiend |
CR | 19 |
XP | 22000 |
Languages | Abyssal, telepathy 120 ft. |
Defenses
Armor Class | 19 |
HP Range | 147 - 378 (Avg: 263) |
Damage Vulnerabilities | None |
Damage Resistances | , , |
Damage Immunities | , |
Condition Immunities |
Actions
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.
Multiattack
The balor makes two attacks: one with its longsword and one with its whip.
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.
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.