Fully Advanced Monsters (was Ultimate Evil: The Fully Advanced Balor)

Shade

Monster Junkie
I wanted to see how horrible the mightiest of the fiends could get.


Demon, Balor (Fully Advanced)
Huge Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)
Hit Dice: 60d8+840 (1,110 hp)
Initiative: +11
Speed: 40 ft. (8 squares), fly 90 ft. (good)
AC: 37 (–2 size, +7 Dex, +22 natural), touch 15, flat-footed 30
Base Attack/Grapple: +60/+85
Attack: +6 vorpal longsword +84 melee (3d6+24/17–20)
Full Attack: +6 vorpal longsword +84/+79/+74/+69 melee (3d6+24/17–20) and +1 fiery blast whip +75/+70/+65/+60 melee (1d6+10/19-20 plus 3d6 fire [6d6 fire on critical hit] plus entangle); or 2 slams +75 melee (2d8+9)
Space/Reach: 15 ft./15 ft. (25 ft. with +1 fiery blast whip)
Special Attacks: Death throes, entangle, spell-like abilities, summon tanar'ri, vorpal sword
Special Qualities: Damage reduction 15/cold iron and good, darkvision 60 ft., fast healing 15, flaming body, immunity to electricity, fire, and poison, resistance to acid 20 and cold 20, spell resistance 48, telepathy 100 ft., true seeing
Saves: Fort +46, Ref +39, Will +39
Abilities: Str 46, Dex 25, Con 38, Int 24, Wis 24, Cha 28 (10 increases, 3 on Str, 2 on Dex, 3 on Con, 2 on Cha)
Skills: Bluff +71, Concentration +77, Diplomacy +75, Disguise +71 (+73 acting), Hide +62, Intimidate +74, Knowledge (any two) +70, Listen +78, Move Silently +70, Search +70, Sense Motive +70, Spellcraft +70 (+72 scrolls), Spot +78, Survival +37 (+39 following tracks), Use Magic Device +72 (+74 scrolls) (945 total)
Feats: Cleave, Combat Reflexes, Greater Two-Weapon Fighting, Improved Critical (longsword), Improved Critical (whip), Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (greater dispel magic, telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)
Epic Feats: Energy Resistance (acid, cold), Fast Healing (x5), Perfect Two-Weapon Fighting, Spellcasting Harrier (13 total, 4 spent on nonepic)
Environment: Infinite Layers of the Abyss
Organization: Solitary or troupe (1 balor, 1 marilith, and 2–5 hezrous)
Challenge Rating: 40
Treasure: Standard coins; double goods; standard items, plus +6 vorpal greatsword and +1 fiery blast whip
Alignment: Always chaotic evil
Advancement: -
Level Adjustment: -

This giant bat-winged humanoid is wreathed in searing flames. Its power is palpable, and but one of the weapons it wields could change the tide of battle.

Balors of such power are often the mightiest generals of the more powerful demon lords, and many rule layers of their own. When one of these juggernauts enters the battlefields of the Blood War, the carnage reaches levels that disturb or awe even the vilest of fiends.

A fully advanced balor stands about 24 feet tall. Its skin is usually dark red. It weighs about 9,000 pounds.

Combat

Balors love to join battle armed with their swords and whips. If they face stiff resistance (a doubtful prospect), they may teleport away to loose a few spell-like effects at the foe.

A balor’s +1 fiery blast whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage.

A balor’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Death Throes (Ex): When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 54 half). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.

Entangle (Ex): A balor’s +1 fiery blast whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balor’s body until it escapes the whip.

Spell-Like Abilities: At will—blasphemy (DC 26), dominate monster (DC 28), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 26), power word stun, telekinesis (DC 24), unholy aura (DC 27); 1/day—fire storm (DC 27), implosion (DC 28). Caster level 20th. The save DCs are Charisma-based.

Vorpal Sword (Su): Every fully advanced balor carries a +6 vorpal longsword that looks like a flame or a bolt of lightning.

Summon Tanar'ri (Sp): Once per day a balor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.

Flaming Body (Su): The body of a balor is wreathed in flame. Anyone grappling a balor takes 6d6 points of fire damage each round.

True Seeing (Su): Balors have a continuous true seeing ability, as the spell (caster level 20th).

Skills: Balors have a +8 racial bonus on Listen and Spot checks.


NOTES:

- I gave it more powerful versions of the weapons a standard balor possesses. These weapons probably exceed the standard gear value for a 40 HD NPC, so you may want to cut back to a +5 vorpal sword and a +1 flaming burst whip instead.
 
Last edited:

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Krishnath

First Post
It looks friggin bad (As in cool, or is it hot for the balor? :p) Anyway, that's one nasty critter, may I suggest you create it's treasure as well?

Almost makes me want to post my fully advanced Horned Devil... It comes complete with a name and treasure, it just needs a description and a combat entry...
 

BOZ

Creature Cataloguer
we can cool his hot heart with a cool island song. or maybe that was warm his icy heart with a hot island song?
 

Shade

Monster Junkie
BOZ said:
we can cool his hot heart with a cool island song. or maybe that was warm his icy heart with a hot island song?

Free Hat! :D

Krishnath--I'll see what I can do about its treasure. I know that its sword alone is worth over 2 million gps!

Post your tricked out cornugon. I'm sure someone is waiting anxiously for some CR 30+ fiends. :eek:
 

Krishnath

First Post
As you wish, note the lack of flavor text. :D

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Yerashyu
Male Advanced Horned Devil (Cornugon)
Huge Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice:
45d8+405 (607 hp)
Initiative: +11
Speed: 20’, fly 50’ (average)
Armor Class: 44 (-2 size, +7 Dex, +24 natural, +5 deflection), touch 20, flat-footed 37,
Base Attack/Grapple: +45/+67
Attack: +4 Huge Unholy Shocking Burst Adamantine Spiked Chain +62 melee (3d6+21+4 plus 1d6 electricity plus 2d6 unholy plus stun/19-20/x2) or claw +57 melee (3d6+14) or tail +57 melee (3d6+14 plus infernal wound)
Full Attack: +4 Huge Unholy Shocking Burst Adamantine Spiked Chain +62/+57/+52/+47 melee (3d6+21+4 plus 1d6 electricity plus 2d6 unholy plus stun/19-20/x2) and bite +55 melee (3d8+7) and tail +55 melee (3d6+7 plus infernal wound) or 2 claws +57 melee (3d6+14) and bite +55 melee (3d8+7) and tail +55 melee (3d6+7 plus infernal wound)
Space/Reach: 15’/15’ (30’ with spiked chain)
Special Attacks: Fear aura, Infernal wound, Spell-like abilities, Stun, Summon baatezu,
Special Qualities: Damage reduction 10/good and silver, darkvision 60’, Immunity to fire and poison, Resistance to acid 10, cold 20 and sonic 20, Regeneration 5, See in darkness, Spell resistance 58, Telepathy 100’.
Saves: Fort +33, Ref +31, Will +31
Abilities: Str 39, Dex 25, Con 29, Int 16, Wis 20, Cha 24,
Skills: Bluff +55, Climb +62, Concentration +57, Diplomacy +23, Disguise +23, Hide +47, Intimidate +55, Listen +53, Move Silently +55, Search +51, Sense Motive +53, Spot +53, Survival +21,
Feats: Armor Skin [Epic], Blinding Speed [Epic], Cleave, Devastating Critical [Epic], Flyby Attack, Great Cleave, Hover, Improved Critical (spiked chain), Improved Initiative, Improved Sunder, Iron Will, Multiattack, Overwhelming Critical [Epic], Power Attack (-45/+45), Weapon Focus (spiked chain), Wingover,
Enviroment: Nine hells of Baator
Organization: Solitary (Unique)
Challenge Rating: 31
Treasure: Standard coins, Double goods, Standard items (see below)
Alignment: Lawful Evil
Advancement: By character class.

Yerashyu

Combat:
Yerashyu
Spell-Like Abilities: At will – dispel chaos (DC 22), dispel good (DC 22), magic circle against good, greater teleport (self plus 50 pounds of objects only), persistant image (DC 22); 3/day – fireball (DC 20), lightning bolt (DC 20). Caster level 45th. The save DC’s are charisma based.
Fear Aura (Su): Yerashyu can radiate a 5’-radius fear aura as a free action. A creature in the area must succeed a DC 39 Will save or be affected as though by a fear spell (caster level 45th). A creature that succeesfully saves cannot be affected again by the same horned devil’s aura for 24 hours. The DC is Cha based.
Stun (Su): Whenever Yerashyu hits with a spiked chain attack, the opponent must suceed a DC 46 fortitude save or be stunned for 1d4 rounds. This ability is a function of the horned devil, not the spiked chain. The DC is Str based.
Infernal Wound (Su): The damage Yerashyu deals with his tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 41 Heal check, a cure spell, or a heal spell. However, a creatyre attempting to cast a cure spell or a heal spell on a creature damaged by Yerashyu’s tail must succeed on a DC 41 caster level check, or the spells has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss, as well as restoring hit points. The DC is Con based.
Summon Baatezu (Sp): Once per day Yerashyu can attempt to summon 2d10 lemures or 1d6 bearded devils with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or a horned devil with a 20% chance of success. This ability is equivalent of a 6th level spell.
Regeneration (Ex): Yerashyu takes normal damage from good-aligned weapons, and from spells or effects with the good descripitor.

-----

Yerashyu’s Treasure:
Rod of Metamagic: Empower (32.500 gp)
Major Ring of Cold Resistance (28.000 gp) [Worn]
Major Ring of Sonic Resistance (28.000 gp) [Worn]
Ring of Protection +5, (50.000 gp) [Worn]
+4 Huge Unholy Shocking Burst Adamantine Spiked Chain (131.325 gp)
Bag of Holding type II (5000 gp) [carried]
Hand of the Mage (900 gp) [Worn]
4 blue diamond gems (3.000 gp each)
5 fire opal gems (400 gp each)
6 golden yellow topaz gems (600 gp each)
3 amethys gems (90 gp each)
6 moonstone gems (50 gp each)
7 banded agate gems (10 gp each)
7945 gp

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Comments are appreciated.
 


Shade

Monster Junkie
Krishnath -- Very, very cool! Nice choice on the spiked chain and major rings of resistance.

Ferret -- I've actually done the Pit Fiend and Solar. I just need to polish 'em up a bit and then I'll post them.
 

Shade

Monster Junkie
Devil, Pit Fiend (Fully Advanced)
Huge Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 54d8+702 (945 hp)
Initiative: +12
Speed: 40 ft. (8 squares), fly 60 ft. (average)
AC: 42 (–2 size, +8 Dex, +26 natural) touch 16, flat-footed 34
Base Attack/Grapple: +54/+81
Attack: Claw +71 melee (3d8+19+1d6 on critical hit)
Full Attack: 2 claws +71 melee (3d8+19/19-20+1d6 on critical hit) and 2 wings +69 melee (3d6+9) and bite +69 melee (6d6+9/19-20 plus poison plus disease) and tail slap +69 melee (3d8+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Constrict 3d8+34, fear aura, improved grab, spell-like abilities, summon baatezu
Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 20 and cold 20, regeneration 5, see in darkness, spell resistance 50, telepathy 100 ft.
Saves: Fort +42, Ref +37, Will +39
Abilities: Str 48, Dex 26, Con 36, Int 26, Wis 26, Cha 26 (9 increases, 3 on Str, 1 on Dex, 5 on Con, 0 on Cha)
Skills: Balance +10, Bluff +62, Climb +68, Concentration +67, Diplomacy +10, Disguise +62 (+64 acting), Hide +54, Intimidate +62, Jump +74, Knowledge (arcana) +62, Knowledge (nature) +8, Knowledge (the planes) +62, Knowledge (religion) +62, Listen +62, Move Silently +62, Search +62, Spellcraft +64, Spot +62, Survival +8 (+10 on other planes, +10 when tracking), Tumble +64 (912 total)
Feats: Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball)
Epic Feats: Devastating Critical (bite)(DC 56), Devastating Critical (claw)(DC 56), Dire Charge, Energy Resistance (acid, cold), Overwhelming Critical (bite), Overwhelming Critical (claw) (12 total, 5 spent on nonepic)
Environment: Nine Hells of Baator
Organization: Solitary, pair, team (3–4), or troupe (1–2 pit fiends, 2–5 horned devils, and 2–5 barbed devils)
Challenge Rating: 38
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: -

Standing nearly 25 feet tall, this hulking monster is wreathed in unholy flames. Its bears enormous batlike wings and a long, whiplike tail. The thick scales that cover its body are stronger than most armor. It smiles, revealing large fangs that drip with a hissing venom.

The greatest pit fiends often serve archdevils as generals or dukes, but they always plot and scheme to ascend to rule the Hells themselves.

A pit fiend often wraps its wings around itself like a grotesque cloak, and appears wreathed in flames.

A fully advanced pit fiend is 24 feet tall and weighs 1,600 pounds.

Combat

Pit fiends are wily and resourceful fighters, using invisibility to gain the upper hand and biting at foes seemingly able to see them. They don’t hesitate to blanket an area with fireballs, and can call down the wrath of an inferno with meteor swarm.

A pit fiend’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Constrict (Ex): A pit fiend deals 3d8+34 points of damage with a successful grapple check.

Disease (Su): A creature struck by a pit fiend’s bite attack must succeed on a DC 50 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.

Fear Aura (Su): A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 45 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same pit fiend’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, a pit fiend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Poison (Ex): Injury, Fortitude DC 50, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.

Spell-Like Abilities: At will—blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, unholy aura (DC 26); 1/day—meteor swarm (DC 27). Caster level 18th. The save DCs are Charisma-based.

Once per year a pit fiend can use wish as the spell (caster level 20th).

Summon Baatezu (Sp): Twice per day a pit fiend can automatically summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.

Regeneration (Ex): A pit fiend takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

Treasure: 442,000 gp total value.
 


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