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Balor

CR 19 Huge fiend with 287 HP and AC 19; STR 26 and 22 CHA/CON support overwhelming melee and presence. Truesight 120 ft. pierces invisibility and illusion. Death Throes, Fire Aura,...

Granted Features
Automatic:
CR 1/4 fiend with 18 HP and AC 11; low DEX (11) and WIS (8) limit offense and awareness. Abyssal telepathy at 60 feet provides squad communication even if the dretch cannot speak clearly. Darkvision and weakness to most saves make it a fragile front-line summon or trap encounter. Search fit: low-level demon minion, first-encounter fiend, Abyssal communication.
Tiny fiend CR 1 with AC 13 and 25 HP; Magic Resistance grants advantage on spell saves. Low Strength (5) limits melee threat but 17 DEX enables Dex-save evasion and initiative +3. Darkvision 120 ft. and Abyssal/Common multilingualism support demon pack tactics. Hostile chaotic-evil fiend for low-level encounters or as a minion spawned by conjuration. Search fit: low-level demon, Magic Resistance, fiend pack tactics, chaotic evil minion.
Winged demon with Multiattack (Beak, two Talons, two Wings); Beak and Talons inflict piercing/slashing plus 2d6 lightning damage each. Demonic Restoration returns it to the Abyss with full HP if killed outside the Abyss. Magic Resistance grants advantage on spell saves. Spores aura (15-foot emanation) forces CON save DC 16 or 1d10 poison damage and Poisoned condition until saved. Resistant to cold, fire, lightning; immune to poison and Poisoned condition.
CR 8 Large abyssal demon with 157 HP and AC 18. STR 19, DEX 17, CON 20. Telepathy 120 ft., darkvision 120 ft. Traits: Demonic Restoration (revives in the Abyss if killed elsewhere), Magic Resistance (advantage on spell saves), Stench (120-foot aura inducing Poisoned condition). Multiattack with multiple weapon strikes. Resists cold, fire, lightning; immune to poison and Poisoned condition. Search fit: mid-level demon, magic resistance fiend, aura condition debuff.
CR 9 large fiend with 189 HP, AC 17, and Magic Resistance granting advantage on spell saves. Telepathy 120 ft. and truesight 120 ft. enable perception beyond darkness and illusion. Demonic Restoration revives it in the Abyss if killed outside. Can summon Dretch, Quasit, Vrock, Hezrou, Nalfeshnee, or Marilith as bonus actions (once per day each); Hezrou's Stench imposes Poisoned (CON DC 16) and Spores poison (DC 15);
CR 13 Large fiend (184 HP, AC 18) with Intelligence 19, Demonic Restoration, and Magic Resistance granting advantage on spell saves. Telepathy 120 ft. and truesight 120 ft. provide reconnaissance and multi-sensory awareness. Can summon five fiends: Dretches (poison cloud, halved actions), Quasits (invisibility, poison strikes), Vrocks (area spores forcing poisoned condition, stunning screech), Hezrous (triple multiattack, 2d8 poison damage per strike, stench aura), Glabrezus (spellcaster with 10-foot-reach grapple)
CR 16 fiend with 220 HP and AC 16. Highest ability scores across the board (STR 18, DEX 20, CHA 20, CON 20, INT 18, WIS 16) combined with truesight 120 ft. and telepathy 120 ft. Possesses Magic Resistance granting advantage on spell saves, Demonic Restoration for revival in the Abyss, and a Reactive trait. Initiative 10 ensures it acts early in combat. Search fit: CR 16 demon, multiattack demon lord, high-ability-score fiend, initiative control.

Balor. Huge fiend, chaotic evil.

Languages: Abyssal; telepathy 120 ft.

Traits: Death Throes; Fire Aura; Legendary Resistance (3/Day)

Huge fiend · chaotic evil

AC 19 · HP 287 · Speed 40 ft., fly 80 ft., swim 20 ft., climb 20 ft. · Initiative +14

STRDEXCONINTWISCHA
Score261522201622
Mod+8+2+6+5+3+6
Save+8+2+12+5+9+6

Skills Perception +9 · Senses truesight 120 ft., passive Perception 19 · Challenge 19 (PB +6)

Resistances Cold, Lightning · Immunities Fire, Poison · Condition Immunities Charmed, Frightened, Poisoned

Traits

Death Throes. The balor explodes when it dies. Dexterity Saving Throw: DC 20, each creature in a 30-foot Emanation originating from the balor. Failure: 31 (9d6) Fire damage plus 31 (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.

Fire Aura. At the end of each of the balor's turns, each creature in a 5-foot Emanation originating from the balor takes 13 (3d8) Fire damage.

Legendary Resistance (3/Day). If the balor fails a saving throw, it can choose to succeed instead.

Magic Resistance. The balor has Advantage on saving throws against spells and other magical effects.

Actions

Flame Whip. Melee Attack Roll: +14, reach 30 ft. 18 (3d6 + 8) Force damage plus 17 (5d6) Fire damage. If the target is a Huge or smaller creature, the balor pulls the target up to 25 feet straight toward itself, and the target has the Prone condition.

Lightning Blade. Melee Attack Roll: +14, reach 10 ft. 21 (3d8 + 8) Force damage plus 22 (4d10) Lightning damage, and the target can't take Reactions until the start of the balor's next turn.

Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack.