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Balor (Demone): differenze tra le versioni

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Import Monsters_batch1: Balor (Demon)
 
Reimport Monsters: Balor (Demon) (formattato)
Riga 1: Riga 1:
### Balor (Demon)
=== Balor (Demon) ===
 
''Huge fiend (demon), chaotic evil''
*Huge fiend (demon), chaotic evil*


'''Armor Class''' 19 (natural armor)
'''Armor Class''' 19 (natural armor)
Riga 9: Riga 8:
'''Speed''' 40 ft., fly 80 ft.
'''Speed''' 40 ft., fly 80 ft.


| STR     | DEX     | CON     | INT     | WIS     | CHA     |
{| class="wikitable"
|---------|---------|---------|---------|---------|---------|
! STR
| 26 (+8) | 15 (+2) | 22 (+6) | 20 (+5) | 16 (+3) | 22 (+6) |
| DEX
| CON
| INT
| WIS
| CHA
! ---------
| ---------
| ---------
| ---------
| ---------
| ---------
! 26 (+8)
| 15 (+2)
| 22 (+6)
| 20 (+5)
| 16 (+3)
| 22 (+6)
|}


'''Saving Throws''' Str +14, Con +12, Wis +9, Cha +12
'''Saving Throws''' Str +14, Con +12, Wis +9, Cha +12
Riga 27: Riga 43:
'''Challenge''' 19 (22,000 XP)
'''Challenge''' 19 (22,000 XP)


*'''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.
****'''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.


*'''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.
'''**'''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 Resistance'''**'''. The balor has advantage on saving throws against spells and other magical effects.


*'''Magic Weapons'''*. The balor's weapon attacks are magical.
'''**'''Magic Weapons'''**'''. The balor's weapon attacks are magical.


###### Actions
###### Actions


*'''Multiattack'''*. The balor makes two attacks: one with its longsword and one with its whip.
'''**'''Multiattack'''**'''. The balor makes two attacks: one with its longsword and one with its whip.
 
'''**'''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.


*'''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.
'''**'''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.


*'''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.
'''**'''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.


*'''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.
{{Licenza|versione=5.1}}
{{Licenza|versione=5.1}}
[[Categoria:Mostri]]
[[Categoria:Mostri]]
[[Categoria:SRD 5.1]]
[[Categoria:SRD 5.1]]

Versione delle 08:25, 3 lug 2026

Balor (Demon)

Huge fiend (demon), chaotic evil

Armor Class 19 (natural armor)

Hit Points 262 (21d12+126)

Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA --------- --------- --------- --------- --------- --------- 26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6)

Saving Throws Str +14, Con +12, Wis +9, Cha +12

Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities fire, poison

Condition Immunities poisoned

Senses truesight 120 ft., passive Perception 13

Languages Abyssal, telepathy 120 ft.

Challenge 19 (22,000 XP)

        • 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.

**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.

            1. Actions

**Multiattack**. The balor makes two attacks: one with its longsword and one with its whip.

**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.

**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.

**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.

D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.