b'Demon, Balban (Brute Demon) \n'b'  Family:   Demons  \n'b'  Large   fiend  (demon),  chaotic evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  126 (11d10 + 66)  Speed  40 ft.\n'b' STATS STR: 25 (+7) DEX:  14 (+2)  CON:  22 (+6)  INT:  6 (-2)  WIS:  14 (+2)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Constitution  +10,  Wisdom  +6,  Charisma  +6  Skills   Intimidation  +6,  Perception  +6  Damage Resistances  cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons  Damage Immunities  poison  Condition Immunities   poisoned   Senses   darkvision  120 ft., passive  Perception  16  Languages  Abyssal  Challenge  9 (5,000 XP) \n'b' Special Traits \n'b'   Magic Resistance . The demon has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The demon\xe2\x80\x99s weapon attacks are magical. \n'b'  Innate Spellcasting . The demon\xe2\x80\x99s spellcasting ability is  Wisdom  (spell save DC 14, +6 to hit with spell attacks). The demon can innately cast the following spells at will, requiring no material components:\n'b'\n'b'   fear ,  darkness ,  dispel magic ,  teleport ,  see invisibility  \n'b'\n'b'  Charge . If the  demon  moves at least 20 feet straight toward a creature and then hits it with a bite  attack  on the same turn, that target must succeed on a DC 17  Strength  saving throw or be knocked  prone . If the target is prone, the demon can make one slam attack against it as a bonus action. \n'b'  Actions \n'b'   Multiattack . The demon can use its smash, make one bite attack and two claw attacks. \n'b'  Bite .  Melee Weapon Attack : +11 to hit, reach 5 ft., one target.  Hit : 16 (2d8 + 7) piercing damage. \n'b'  Slam .  Melee Weapon Attack : +11 to hit, reach 10 ft., one target.  Hit : 17 (3d6 + 7) bludgeoning damage. If the target is a Medium or smaller creature, it is  grappled  (escape DC 17). Until this grapple ends, the target is  restrained  and the demon cannot use this attack against another target. \n'b'  Smash . One Medium or smaller creature  grappled  by the demon is smashed into nearby solid objects or a solid surface. The target takes 25 (4d8 + 7) bludgeoning damage and must succeed on a DC 16  Constitution  saving throw or be stunned until the end of its next turn. \n'b'  About \n'b' This creature stands at least 12 feet tall with a squat, pot-bellied body, massive arms, and thick, rounded legs. Its head resembles that of a trunkless and tuskless elephant. Four great backward curving horns sprout from its head behind its eyes. Its skin is slate gray with darker areas on its underbelly and back. \n'b' Almost as stupid as the lowly dretches, balbans are hulking monstrosities standing over 10 feet tall. Demonic generals use these creatures in abundance in their armies, relying on the balbans\xe2\x80\x99 love for battle, their great strength, and their knack for destroying objects and structures. Balban squads are brutish, hulking, and hard to control. \n'b' While many demon lords do employ their services, they are deemed highly expendable and are thus encountered on the front lines of any great battle. \n'b' Balbans spend much of their life battling, not necessarily for survival, but simply because they relish the chaos and bloodshed combat brings. \n'b' Balbans attack any creature they encounter on sight, except those they know are more powerful than themselves. Though lacking in the intelligence department, they do not attack any demonic officer in the service of a demon lord (unless they know the officer is weaker and they can kill him or her and make it look like something else was responsible). \n'b' Balbans have slate gray skin, stand at least 12 feet tall and weigh about 4,500 pounds. Their eyes are coal black and their tongues violet. A seemingly constant stream of saliva and gastric juices oozes from their mouths. \n'b' A balban employs simple tactics in battle; smash an opponent, grab an opponent, smash it into pulp, and devour what\xe2\x80\x99s left. Against weaker foes, they are likely to employ their ability to invoke fear or confuse opponents by shrouding themselves in darkness.'