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.
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.
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