BalorHuge fiend (demon)
Death Throes. When the balor dies, it explodes, and each creature within 5 meters of it must make a DC 20 Reflex saving throw. On a failed save, a creature takes 84 (24d6) fire damage and is burning 4. On a successful save, a creature takes half as much damage and isn’t burning. 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 1 meter of it takes 10 (3d6) fire damage and is burning 1, 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 1 meter 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.
Longsword (1/turn). Melee Weapon Attack: +14 to hit, reach 2 m. Hit: 21 (3d8 + 8) slashing damage, or 24 (3d10 + 8) slashing damage if used with two hands, plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.
Whip (1/turn). Melee Weapon Attack: +14 to hit, reach 4 m. Hit: 15 (3d4 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 22 Reflex saving throw or be pulled up to 5 meters toward the balor.
Teleport (1/turn). The balor magically teleports, along with any equipment it is wearing or carrying, up to 20 meters to an unoccupied space it can see.
Variant: Summon Demon (1/long rest). The demon chooses what to summon and attempts a magical summoning.
A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
A summoned demon appears in an unoccupied space within 10 meters of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it on its turn (no action required).
No concoctions, maneuvers, or spells
All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9