Demon Balor, “Masters of Flame and Fury”
“Unleash the fury of the Balor’s, towering demon lords with flaming wings, soul-shattering swords, and whips of pure hellfire!”

Balors are towering, fearsome demon lords from the Abyss, standing around 12 feet tall with muscular, dark red skin that glows with the intense heat of infernal flames. Their immense, bat-like wings unfurl with a leathery rustle, casting dark shadows as they soar through the air. Their eyes burn with malevolent intelligence, and their very presence radiates an aura of terror. A Balor’s body is wreathed in flickering fire, as if the flames are part of their essence rather than simply a weapon. In one massive, clawed hand, they wield a jagged sword capable of cutting not just flesh, but the very soul of their victims, while in the other, a whip of crackling fire lashes out with brutal precision.
Behavior: Balors are sadistic, calculating, and merciless. They revel in destruction and chaos, often delighting in the suffering of those who cross their path. Their intelligence is as sharp as their weapons, and they are masters of manipulation, using their strength and charisma to lead legions of demons. While Balors are capable of raw, unbridled violence, they are not mindless brutes—every action is part of a larger plan to gain power, spread fear, or fuel their desire to rule over others.
Habitat: Balors dwell in the deepest, most chaotic layers of the Abyss, a hellish plane of existence populated by demonic horrors. Their lairs are often vast, dark fortresses surrounded by rivers of fire and pools of venomous sludge. These locations reflect their personalities—oppressive, tormenting, and full of traps and hazards that reflect their twisted view of the world.
Modus Operandi: As generals of demonic armies, Balors orchestrate large-scale invasions into the Material Plane or other realms, commanding legions of lesser demons to sow destruction. They prefer to strike fear into their enemies, using their terrifying presence and infernal powers to shatter morale and force their opponents into submission. When not directly leading armies, Balors often engage in political scheming, manipulating other demon lords or mortal rulers to further their own goals. Their tactics are ruthless, ensuring their enemies’ complete downfall.
Motivation: The primary motivation of a Balor is power—complete dominion over whatever realm or plane they choose to conquer. They are driven by a lust for control, seeking to subjugate others and rule with an iron fist. Balors see the destruction of innocence and the spread of fear as both a means to an end and a form of personal gratification. They are patient planners, always seeking to expand their influence, whether through military conquest or subversive manipulation of those around them.
Demon Balor 5e
Demon Balor 5e
Demon Balor Pathfinder
Balor (Demon Lord)

Huge fiend (demon), chaotic evil
Armor Class: 22 (natural armor)
Hit Points: 496 (33d12 + 264)
Speed: 50 ft., fly 90 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
26 (+8) | 19 (+4) | 26 (+8) | 22 (+6) | 20 (+5) | 26 (+8) |
Saving Throws: DEX +11, CON +15, WIS +12, CHA +15
Damage Resistances: Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Fire, Poison
Condition Immunities: Blinded, Charmed, Frightened, Paralyzed, Poisoned
Senses: Truesight 120 ft., passive Perception 15
Languages: Abyssal, telepathy 120 ft.
Challenge: 24 (62,000 XP)
TRAITS
Legendary Resistance (3/Day). If Balor fails a saving throw, it can choose to succeed instead.
Magic Resistance. Balor has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. Balor’s spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Balor can cast the following spells, requiring no material components:
- At will: darkness, fireball (5th-level version)
- 3/day each: teleport, blight, flame strike
- 1/day each: meteor swarm, power word kill
Fire Aura. At the start of each of Balor’s turns, each creature within 10 feet of it takes 10 (3d6) fire damage. A creature that touches Balor or hits it with a melee attack within 5 feet takes 10 (3d6) fire damage.
ACTIONS
Multiattack. Balor makes three melee attacks: two with its Fiery Sword and one with its Whip of Flames. Alternatively, it can make one Fiery Sword attack and use Infernal Flame.
Fiery Sword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 8) slashing damage plus 13 (3d8) fire damage.
Whip of Flames. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 25 (4d6 + 8) fire damage and the target must succeed on a DC 23 Strength saving throw or be pulled 10 feet toward Balor.
Infernal Flame (Recharge 5–6). Balor exhales a blast of fiery energy in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 23 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much on a successful one. The fire ignites flammable objects that aren’t being worn or carried.
Terror of the Abyss (Recharge 5–6). Balor can unleash a terrifying, otherworldly scream. Each creature of Balor’s choice within 60 feet that can hear it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
LEGENDARY ACTIONS
Balor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Balor regains spent legendary actions at the start of its turn.
- Whip of Flames. Balor makes one Whip of Flames attack.
- Fiery Step (Costs 2 Actions). Balor teleports up to 60 feet to an unoccupied space it can see. Each creature within 5 feet of the space Balor teleports into takes 10 (3d6) fire damage.
- Infernal Flame (Costs 3 Actions). Balor uses Infernal Flame.
MYTHIC ACTIONS (If Balor is in its Mythic form)
When Balor’s hit points are reduced to 0, it can take a Mythic Action. This represents the unearthly power of the Abyss that allows Balor to fight even after its apparent defeat.
- Fiery Destruction (Costs 3 Actions): Balor releases a devastating burst of infernal power in a 30-foot radius centered on itself. Each creature in that area must make a DC 23 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much on a successful one.
TACTICS AND STRATEGY
- Begin With Fire: Balor will usually open combat by casting fireball or flame strike, using its fire-based abilities to burn enemies at range before closing the distance. If it’s cornered, it will retreat with Fiery Step and reposition to avoid being overwhelmed.
- Focus on the Weak: Balor’s preferred tactic is to use its terrifying presence to break the morale of its foes. It will use Terror of the Abyss strategically to frighten weaker enemies or groups that threaten its command over the battlefield.
- Pressure the Frontline: When engaging with opponents directly, Balor’s Fiery Sword and Whip of Flames are devastating. It will close the gap to melee range to deliver a Fiery Sword attack, followed by a whip strike to control the positioning of enemies, pulling them closer and dealing with them in close quarters.
- Spells for Control: Balor will use blight or teleport to manipulate the battlefield, ensuring that enemies are either weakened or separated, allowing it to pick off isolated targets. Meteor swarm is a last-ditch effort to wipe out multiple enemies that have somehow outlasted its fire-based barrage.
- Utilize Legendary Actions: Balor will use Whip of Flames or Fiery Step as legendary actions, both to harry foes with additional attacks or reposition into a more advantageous position while dealing damage.
BACKGROUND
Balors are fiendish overlords from the Abyss—the chaotic, ever-twisting layer of the Lower Planes. These demons stand as generals in the eternal war between the forces of hell and chaos, leading armies of demons into battle. In battle, they fight with wild, unpredictable fury, using their fiery weapons and terrifying presence to obliterate their enemies. They are great tacticians, using their intelligence and raw power to overwhelm foes both with physical might and demonic magic. Balors are usually the most dangerous and influential demons in the Abyss, with only the most powerful archdemons above them.
NOTES ON FIGHTING A BALOR
- Area Denial: Balor is incredibly dangerous in close combat and will punish any group that tries to surround it. Its Whip of Flames will keep enemies at bay while its Fiery Sword rips through armor and flesh.
- High Magic Resistance: Most spells won’t affect it, so focus on physical attacks, high-damage spells, or abilities that avoid the need for saving throws.
- Avoid Clustering: Its Infernal Flame and Terror of the Abyss make it deadly in a group. Positioning is key when fighting a Balor.
- Mythic Form: When it enters its Mythic form, Balor can unleash even greater destruction, so players should consider finishing it off quickly before it can unleash its Fiery Destruction.
Demon, Balor

This winged fiend’s horned head and fanged visage present the perfection of the demonic form, fire spurting from its flesh.
Family: Demons
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)
Special Traits
- 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.
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.
Demon, Balor

A dark aura of power surrounds this towering humanoid with huge bat wings. Lurid flames dance over its skin. In one of its massive clawed hands, this creature bears a sword that looks sharp enough to cut even to the soul. In its other hand, it bears a whip licked by tongues of fire.
Balors stand among the greatest and most terrible of the underworld creatures. They rule as generals over demonic armies. They are the masterminds of schemes to seize power and destroy the innocent. Even among their own kind, balors are feared, as they motivate their kindred to spread terror and misery.
They stand about 12 feet tall. Its skin is usually dark red. It weighs about 4,500 pounds.
Horrors Teaser #5: The Balor and the Asakku By John Harris, William Church, and Serge. W. Desir, Jr.,
Full netbook can be found on the following website
Balor (CR 20) |
CE Large outsider (Chaotic, Evil, Extraplanar, Mazza’im) Init +11; Senses Darkvision 60 ft., true seeing, Perception +41 Languages Abyssal, Celestial, Draconic, telepathy 100 ft. |
DEFENSE |
AC 35 (+7 Dexterity, +19 natural, -1 size), touch 16, flat-footed 28 hp 290 (20d8 +200); death throes; DR 15/cold iron and good Immune fire, poison Resist acid, cold, electricity 10; SR 28 Fort +22, Ref +19, Will +19 |
OFFENSE |
Speed 40 ft. (8 squares), Fly 90 ft. (good) Melee +1 vorpal bastard sword +30/+25/+20/+15 melee (2d8 + 13/19-20) and +1 flaming Whip +30/+25/+20 melee (1d4 + 6 plus 1d6 fire plus entangle) and 2 wings +29 melee (2d6 + 6) and gore +29 melee (3d8 + 6 and disease) or; Melee 2 slams +31 melee (3d8 + 12) and 2 wings +29 melee (2d6 + 6) and gore +29 melee (3d8 + 6 and disease) Melee +31 touch Ranged +26 touch Space 10 ft.; Reach 20 ft. Base Atk +20; CMB +33 Atk Options entangle, Great Cleave, Greater Two-Weapon Fighting, Power Attack Special Actions disease, flaming body, summon demons Spell-like Abilities (CL 20th) At will –blasphemy (DC 25), deeper darkness, desecrate, detect good, detect law, dominate monster (DC 27), fear (DC 22), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 25), power word stun, pyrotechnics, read magic, symbol (all) (DC 27), telekinesis (DC 23), unhallow, unholy aura (DC 26), unholy blight (DC 22), wall of fire (DC 22). 1/day –fire storm (DC 25), Implosion (DC 27). |
STATISTICS |
Abilities Strength 35, Dexterity 25, Constitution 31, Intelligence 24, Wisdom 24, Charisma 26 SQ death throes, innate weaponry Feats Cleave, Great Cleave, Greater Two-Weapon Fighting, Improved Initiative, Improved Natural Attack (slam), Improved Two-Weapon Fighting, Multiattack, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting Skills Acrobatics +20, Bluff +34, Climb +25, Diplomacy +34, Fly +34, Intimidate +34, Knowledge (Arcana, planes, religion) +33, Knowledge (Geography) +17, Linguistics +17, Perception +38, Sense Motive +33, Spellcraft +33, Stealth +23, Survival +33, Use Magic Device +31 |
ECOLOGY |
Organization Solitary or troupe (1 balor, 1 marilith, and 2-5 hezrous) Environment The 666 Torments of The Abyss Advancement 21-39 HD (Large), 40-60 HD (Huge) Treasure Standard coins; double goods; standard items, plus +1 vorpal greatsword and +1 flaming Whip |
SPECIAL ABILITIES |
Death Throes (Ex): When killed, it explodes in a blinding flash of light that deals 5 points of damage per HD (100 points for an average balor) to anything within 5 feet per HD (100 feet for an average balor) (Reflex DC 30 half). A balor’s death throes appear different depending on whether the death involved is permanent or temporary, and each balor’s death throes are individually distinctive although this has no mechanical effect. This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based. Disease (Su): A target gored must make a Fort save DC 30 or else catch demon fever. The save DC is Constitution-based. Entangle (Ex): A balor’s +1 flaming Whip entangles foes much like an attack with a net. The Whip has 20 hit points and needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balor’s body until it escapes the Whip. Flaming Body (Su): It’s body is wreathed in flame. Anyone grappling a balor takes 6d6 points of fire damage each round. This flame never deals damage to the balor, even those who are not immune to fire. Innate Weaponry (Su): It can reform or recall its weapons to its hand as a free action. If the balor and the weapons are separated across planar boundaries, the weapons fade. Skills: They have a +8 racial bonus on Perception checks. Summon Demons (Sp): Once per day a balor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell. |
BALOR LORE
Originally Posted by Dracomortis of the Wizards Community forums.
Characters with ranks in Knowledge (the Planes) can learn more about balors. When a character makes a successful skill check, the following lore is revealed, including the information from the lower DCs.
Knowledge (the Planes) | |
DC | Result |
15 | This huge, winged humanoid is a balor, a demon that serves as a general in Abyssal armies. This result reveals all outsider and tanarri traits. |
20 | They are scheming masterminds, often plotting to overthrow and dominate others, even amongst their own kin. They also delight in destroying the innocent. |
25 | It’s body is wreathed in intense flames, damaging those who attempt to grapple with it; in combat, it often uses its Whip to entangle foes and drag them straight into the flame. |
30 | When slain, its body explodes in a brilliant flash of light that destroys everything in a 100-foot radius, including the balor’s own weapons: a +1 vorpal longsword and a +1 flaming Whip. |
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Ut elit tellus, luctus nec ullamcorper mattis, pulvinar dapibus leo.