{"name":"Ufgraetur the Deceiver","challenge_rating":"19","types":"Fiend","xp":"22000","size":"Huge","sizer":"NONE","armor_class":"19","hit_points":"300","speed":"40 ft., 80 ft Fly","ini_mod":"","strength":"26","dexterity":"15","constitution":"22","constitution_p":"1","intelligence":"20","wisdom":"16","wisdom_p":"1","charisma":"22","strength_mod":"","dexterity_mod":"","constitution_mod":"","intelligence_mod":"","wisdom_mod":"","charisma_mod":"","skills":"Perception +9","vulnerabilities":"","resistances":"Fire, Lightning","immunities":"Cold, Poison; Charmed, Frightened, Poisoned","senses":"True Sight 120 ft, Passive Perception 19","gear":"Demonic Blade","treasure":"Jewelry worth 25,000 gp","languages":"Common, Abyssal, Telepathy 120 ft.","pb":"+6","description":"Balors embody demons\u2019 ruinous fury and hatred. Towering, winged terrors, these demonic warlords seethe with wrath, their rage erupting in waves of fire and as a pair of vicious weapons: a sword of crackling lightning and a whip of lashing flames. A balor\u2019s fury persists until the moment of its demise, at which point it explodes\u2014a last act of vengeance against those who slew it. Demon lords and evil gods harness balors\u2019 rage by making balors commanders of armies or guardians of grave secrets.\r\n\r\nThis one hails from an Abyssal plane of cold and frost.","traits":"[b]Death Throes.[\/b] The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 [roll:9d6] Cold damage plus 31 [roll: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.\r\n\r\n[b]Cold Aura.[\/b] At the end of each of the balor\u2019s turns, each creature in a 5-foot Emanation originating from the balor must make a Strength Saving Throw DC16 or get a level of Frozen.\r\n[ol]\r\n [li]Speed drops to 0; 1d6 Cold damage.[\/li]\r\n [li]Restrained; 2d6 Cold damage.[\/li]\r\n [li]Paralyzed; takes 3d6 Cold damage every turn.[\/li]\r\n[\/ol]\r\n\r\n[b]Legendary Resistance (3\/Day).[\/b] If the balor fails a saving throw, it can choose to succeed instead.\r\n\r\n[b]Magic Resistance.[\/b] The balor has Advantage on saving throws against spells and other magical effects.","actions":"[b]Multiattack.[\/b] The balor makes one Flame Whip attack and one Lightning Blade attack.\r\n\r\n[b]Ice Spike.[\/b] Melee Attack Roll: [roll:1d20+14], reach 30 ft. Hit: 18 [roll:3d6+8] Force damage plus 17 [roll:5d6] Cold damage. If the target is a Huge or smaller creature, they are stuck to the ground unable to move. They must succeed an Athletic or Acrobatics Check DC15 \r\n\r\n[b]Frost Blade.[\/b] Melee Attack Roll: [roll:1d20+14], reach 10 ft. Hit: 21 [roll:3d8+8] Force damage plus 22 [roll:4d10] Lightning damage, and the target can\u2019t take Reactions until the start of the balor\u2019s next turn.","bactions":"[b]Teleport.[\/b] 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.","reactions":"","legactions":"","imageid":"7151122","source":"Homebrew","vintage":"0","tags":"Homebrew","isShared":"on","templateId":"17210","blockId":"1606140","world":"d027f1bd-d8f3-44b3-973d-b4acd6b5464e","folder":"e333b7d2-770e-4364-8867-8fc2f5f349aa"}