Balrog

Morrus

Well, that was fun
Staff member
Just me playing with the monster builder. This isn't the official stats of anything, just a bit of fun.

BALROG

Gigantic Sentient 30d6 Demon Brute

Demons include devils, fiends, daemons, succubi, and more. Demons are usually unique. Demons have the Evil virtue and can automatically sense Good within 5' per point of INT. They also have truesight. Demons are ancient and immortal and cannot be killed. Destroying a demon banishes it from that realm for 99 years. Demons are immune to fire and heat damage. Demons are immune to weapons which do not do holy damage or which are not made of silver. A demon can use all its actions for the turn to possess a victim within 5' per point of WIL; to do so, it makes a MAG mental attack. Demons can cause seeming accidents which do their natural damage. This is a LOG attack with a range of line-of-sight. Any sentient or super-sentient creature can sell its soul in the presence of a demon. Doing so merely requires the creature to make a clear, non-coerced agreement, either verbal or written. Selling one’s soul to a demon is an irreversible diabolical pact and gives the seller the Evil virtue.

STR 171 (18d6) AGI 45 (9d6) END 171 (18d6)
INT 45 (9d6) LOG 45 (9d6) WIL 120 (15d6)
CHA 45 (9d6) LUC 21 (6d6) MAG 45 (9d6)


MELEE DEFENCE 112
RANGED DEFENCE 44
MENTAL DEFENCE 60
VITAL DEFENCE 126


HEALTH 600
SOAK 60 (requires silver or holy, immune to fire); VULN none
IMMUNE Burning

INITIATIVE 15d6
PERCEPTION 15d6; truesight
SPEED 15; JUMP 90'/90'

REACH 15-ft
ACTIONS 4


Flaming Sword 30d6 (15d6+18 damage)
Flaming Whip 23d6 (12d6 damage; range 45)


Skills hardy 903 (42d6), combat 78 (12d6), perception 21 (6d6), tactics/reactions 21 (6d6), magical skill 231 (21d6)


Mighty Blow. Make one attack roll and do damage for two attacks (30d6+36) in one attack, using two actions. This means SOAK only applies once.


Stop Right There!
Enemies which try to move past the Balrog (move within 15 feet) are subject to a free action attack, which stops their movement if successful.


Charge.
Move SPEED 15 and make an attack with one action.


Burst.
Spend both actions and attack all adjacent targets. On a hit they are pushed back 10’.


Grab.
Inflicts the Restrained condition on a creature, requires an attack to escape. Inflict 15d6+18 damage at the start of the grabbed creature’s turns.


Hurl.
Send a creature flying 3 squares plus one square per size difference and takes 15d6+18 damage, inflicts Downed condition.


Roar
. Burst 30 does a mental attack, inflicting Afraid condition.


Trample.
Move through smaller creature’s square, melee attack knocks aside and prone for natural damage.


Monstrous Leap.
The Balrog leaps into the air a height of 150 feet, making an attack against one foe it can reach while doing so.


Quake.
The Balrog slams a foot, fist, or tail on the ground, shaking the area within 15 squares. The creature makes an attack against everybody within the area, knocking targets prone and doing 1d6 damage to them.


Monumental.
The Balrog has SOAK 120 against ranged weapons.


Living Shield.
The Balrog picks up another creature smaller than itself and uses it as a shield. The target can escape the grab as normal. Until then, the Balrog gains the protection of a shield of the same size category (e.g. a medium-sized creature is a medium shield). Additionally, attacks which miss but would have hit had the shield not been in place hit the grabbed creature instead.


Come Here!
A target struck with the whip with a range of 30 squares is pulled adjacent to the Balrog. The target cannot be larger than the creature.
 
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