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System Reference Document 5.2.1
Azer
Azer Sentinel
Medium Elemental, Lawful Neutral
AC 17  Initiative +1 (11)
HP 39 (6d8 + 12)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 17 +3 +3 Dex 12 +1 +1 Con 15 +2 +4
Int 12 +1 +1 WIS 13 +1 +1 Cha 10 +0 +0
Immunities Fire, Poison; Poisoned
Senses Passive Perception 11
Languages Primordial (Ignan)
CR 2 (XP 450; PB +2)
Traits
Fire Aura. At the end of each of the azer’s turns, each 
creature of the azer’s choice in a 5-foot Emanation orig-
inating from the azer takes 5 (1d10) Fire damage unless 
the azer has the Incapacitated condition.
Illumination. The azer sheds Bright Light in a 10-foot 
radius and Dim Light for an additional 10 feet.
Actions
Burning Hammer. Melee Attack Roll: +5, reach 5 ft. 
Hit: 8 (1d10 + 3) Bludgeoning damage plus 3 (1d6) 
Fire damage.
Balor
Balor
Huge Fiend (Demon), Chaotic Evil
AC 19  Initiative +14 (24)
HP 287 (23d12 + 138)
Speed 40 ft., Fly 80 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 26 +8 +8 Dex 15 +2 +2 Con 22 +6 +12
Int 20 +5 +5 WIS 16 +3 +9 Cha 22 +6 +6
Skills Perception +9
Resistances Cold, Lightning
Immunities Fire, Poison; Charmed, Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 19
Languages Abyssal; telepathy 120 ft.
CR 19 (XP 22,000; PB +6)
Traits
Death Throes. The balor explodes when it dies. Dex-
terity 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 ba-
lor 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
Multiattack. The balor makes one Flame Whip attack 
and one Lightning Blade attack.
Flame Whip. Melee Attack Roll: +14, reach 30 ft. Hit: 
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. 
Hit: 21 (3d8 + 8) Force damage plus 22 (4d10) Light-
ning damage, and the target can’t take Reactions until 
the start of the balor’s next turn.
Bonus Actions
Teleport. The balor teleports itself or a willing demon 
within 10 feet of itself up to 60 feet to an unoccupied 
space the balor can see.
Bandits
Bandit
Medium or Small Humanoid, Neutral
AC 12  Initiative +1 (11)
HP 11 (2d8 + 2)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 11 +0 +0 Dex 12 +1 +1 Con 12 +1 +1
Int 10 +0 +0 WIS 10 +0 +0 Cha 10 +0 +0
Gear Leather Armor, Light Crossbow, Scimitar
Senses Passive Perception 10
Languages Common, Thieves’ Cant
CR 1/8 (XP 25; PB +2)
Actions
Scimitar. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 
+ 1) Slashing damage.
Light Crossbow. Ranged Attack Roll: +3, range 80/320 
ft. Hit: 5 (1d8 + 1) Piercing damage.
Bandit Captain
Medium or Small Humanoid, Neutral
AC 15  Initiative +3 (13)
HP 52 (8d8 + 16)
Speed 30 ft.