Arkenwald world illustration - Fantasy theme
Fantasy

Arkenwald

D
Decimus

Arkenwald is a rugged, war-torn land where gladiatorial combat reigns supreme.

Played53 times
Cloned4 times
Created
255 days ago
Last Updated
82 days ago
VisibilityPublic
Balor
CR 19Huge Fiend
Balor
HP Range262 - 262 (Avg: 262)
AC19
XP22000

Description

The Balor is a nightmarish embodiment of chaos and destruction, often serving as a general in the armies of the Abyss. With its flaming body and fierce demeanor, it leaves a trail of smoke and ash in its wake. Balors are known to spread fear and despair among their enemies with their unparalleled strength and malevolence.

Details
SizeHuge
TypeFiend
CR19
XP22000
LanguagesAbyssal, Infernal, telepathy 120 ft.
Defenses
Armor Class19
HP Range262 - 262 (Avg: 262)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Fire Aura

At the start of each of its turns, the Balor deals 10 (3d6) fire damage to any creature within 10 feet of it.

Fire Whip

Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 19 (3d6 + 10) slashing damage plus 14 (4d6) fire damage. If the target is Large or smaller, it must succeed on a DC 21 Strength saving throw or be pulled up to 30 feet closer to the Balor.

Flame Sword

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 10 (3d6) fire damage.

Multiattack

The Balor makes two attacks with its sword and uses its fire whip if it hasn’t already.

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.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service