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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

