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Challenge	   1/2	   (100	   XP)	                      Damage	   Immunities	   fire,	   poison	   
             	   	                                                 Condition	   Immunities	   poisoned	   
             Echolocation.	   The	   darkmantle	   can’t	   use	   its	   blindsight	     Senses	   truesight	   120	   ft.,	   passive	   Perception	   13	   
             while	   deafened.	                                   Languages	   Abyssal,	   telepathy	   120	   ft.	   
             False	   Appearance.	   While	   the	   darkmantle	   remains	     Challenge	   19	   (22,000	   XP)	   
             motionless,	   it	   is	   indistinguishable	   from	   a	   cave	     	   
             formation	   such	   as	   a	   stalactite	   or	   stalagmite.	   
                                                                   Death	   Throes.	   When	   the	   balor	   dies,	   it	   explodes,	   and	   
             Actions	                                              each	   creature	   within	   30	   feet	   of	   it	   must	   make	   a	   DC	   20	   
                                                                   Dexterity	   saving	   throw,	   taking	   70	   (20d6)	   fire	   damage	   
             Crush.	   Melee	   Weapon	   Attack:	   +5	   to	   hit,	   reach	   5	   ft.,	   one	     on	   a	   failed	   save,	   or	   half	   as	   much	   damage	   on	   a	   
             creature.	   Hit:	   6	   (1d6	   +	   3)	   bludgeoning	   damage,	   and	   the	     successful	   one.	   The	   explosion	   ignites	   flammable	   
             darkmantle	   attaches	   to	   the	   target.	   If	   the	   target	   is	     objects	   in	   that	   area	   that	   aren’t	   being	   worn	   or	   carried,	   
             Medium	   or	   smaller	   and	   the	   darkmantle	   has	   advantage	     and	   it	   destroys	   the	   balor’s	   weapons.	   
             on	   the	   attack	   roll,	   it	   attaches	   by	   engulfing	   the	   target’s	   
             head,	   and	   the	   target	   is	   also	   blinded	   and	   unable	   to	     Fire	   Aura.	   At	   the	   start	   of	   each	   of	   the	   balor’s	   turns,	   each	   
             breathe	   while	   the	   darkmantle	   is	   attached	   in	   this	   way.	     creature	   within	   5	   feet	   of	   it	   takes	   10	   (3d6)	   fire	   damage,	   
             	    While	   attached	   to	   the	   target,	   the	   darkmantle	   can	     and	   flammable	   objects	   in	   the	   aura	   that	   aren’t	   being	   
             attack	   no	   other	   creature	   except	   the	   target	   but	   has	     worn	   or	   carried	   ignite.	   A	   creature	   that	   touches	   the	   
             advantage	   on	   its	   attack	   rolls.	   The	   darkmantle’s	   speed	     balor	   or	   hits	   it	   with	   a	   melee	   attack	   while	   within	   5	   feet	   
             also	   becomes	   0,	   it	   can’t	   benefit	   from	   any	   bonus	   to	   its	     of	   it	   takes	   10	   (3d6)	   fire	   damage.	   
             speed,	   and	   it	   moves	   with	   the	   target.	     Magic	   Resistance.	   The	   balor	   has	   advantage	   on	   saving	   
             	    A	   creature	   can	   detach	   the	   darkmantle	   by	   making	   a	     throws	   against	   spells	   and	   other	   magical	   effects.	   
             successful	   DC	   13	   Strength	   check	   as	   an	   action.	   On	   its	     Magic	   Weapons.	   The	   balor’s	   weapon	   attacks	   are	   
             turn,	   the	   darkmantle	   can	   detach	   itself	   from	   the	   target	     magical.	   
             by	   using	   5	   feet	   of	   movement.	   
             Darkness	   Aura	   (1/Day).	   A	   15-  foot	   radius	   of	   magical	     Actions	   
             darkness	   extends	   out	   from	   the	   darkmantle,	   moves	   with	     Multiattack.	   The	   balor	   makes	   two	   attacks:	   one	   with	   its	   
             it,	   and	   spreads	   around	   corners.	   The	   darkness	   lasts	   as	     longsword	   and	   one	   with	   its	   whip.	   
             long	   as	   the	   darkmantle	   maintains	   concentration,	   up	   to	     Longsword.	   Melee	   Weapon	   Attack:	   +14	   to	   hit,	   reach	   10	   
             10	   minutes	   (as	   if	   concentrating	   on	   a	   spell).	   Darkvision	     ft.,	   one	   target.	   Hit:	   21	   (3d8	   +	   8)	   slashing	   damage	   plus	   
             can’t	   penetrate	   this	   darkness,	   and	   no	   natural	   light	   can	     13	   (3d8)	   lightning	   damage.	   If	   the	   balor	   scores	   a	   critical	   
             illuminate	   it.	   If	   any	   of	   the	   darkness	   overlaps	   with	   an	     hit,	   it	   rolls	   damage	   dice	   three	   times,	   instead	   of	   twice.	   
             area	   of	   light	   created	   by	   a	   spell	   of	   2nd	   level	   or	   lower,	   
             the	   spell	   creating	   the	   light	   is	   dispelled.	     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	   
             Demons                                                DC	   20	   Strength	   saving	   throw	   or	   be	   pulled	   up	   to	   25	   feet	   

             Balor	                                                toward	   the	   balor.	   
                                                                   Teleport.	   The	   balor	   magically	   teleports,	   along	   with	   any	   
             Huge	   fiend	   (demon),	   chaotic	   evil	   
                                                                   equipment	   it	   is	   wearing	   or	   carrying,	   up	   to	   120	   feet	   to	   
             Armor	   Class	   19	   (natural	   armor)	           an	   unoccupied	   space	   it	   can	   see.	   
             Hit	   Points	   262	   (21d12	   +	   126)	          	   
             Speed	   40	   ft.,	   fly	   80	   ft.	              Dretch	   
                                                                   Small	   fiend	   (demon),	   chaotic	   evil	   
             	     STR	     DEX	     CON	     INT	     WIS	     CHA	   
             	    26	   (+8)	    15	   (+2)	    22	   (+6)	    20	   (+5)	    16	   (+3)	    22	   (+6)	     Armor	   Class	   11	   (natural	   armor)	   
                                                                   Hit	   Points	   18	   (4d6	   +	   4)	   
             Saving	   Throws	   Str	   +14,	   Con	   +12,	   Wis	   +9,	   Cha	   +12	   
                                                                   Speed	   20	   ft.	   
             Damage	   Resistances	   cold,	   lightning;	   bludgeoning,	   
              piercing,	   and	   slashing	   from	   nonmagical	   attacks	   






             Not	   for	   resale.	   Permission	   granted	   to	   print	   or	   photocopy	   this	   document	   for	   personal	   use	   only.	   	     System	   Reference	   Document	   5.1	       270	   
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