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Eadric et. al. (The Paladin and his Friends).
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<blockquote data-quote="Sepulchrave II" data-source="post: 287627" data-attributes="member: 4303"><p><strong>Ainhorr</strong></p><p></p><p> </p><p></p><p>The <em>Bow</em> does. Bit too much, otherwise, DYT?</p><p></p><p></p><p></p><p></p><p><strong>Ainhorr</strong></p><p></p><p>Balor. Huge outsider (Demon); HD 30d8+180; hps 315; Init +4 (+4 Improved Initiative); Speed 40 ft., fly 90 ft. (average); AC 31 (-2 Size, +23 Natural); Attack +42/+37/+32/+27 (huge +4 Unholy Celestial Bane Flaming Burst greatsword), +37 (whip) or +39 (2 slams); Dmg 2d8 +15 +1d6 (greatsword), 1d6+5 and entangle (whip) or slam 1d8 +11 + Fear Effect; Special Attacks: fear, spell-like abilities, entangle, body flames, summon tanar’ri; Special Qualities DR 30/+3, SR 28, tanar’ri qualities, death throes. SV Fort +20, Ref +14, Will +19; AL CE; Str 33, Dex 11, Con 23, Int 20, Wis 20, Cha 16.</p><p></p><p>Languages: Abyssal, Celestial, Infernal</p><p></p><p>Skills: Bluff +38, Concentration +39, Diplomacy +37, Hide +23, Knowledge (Religion) +23, Knowledge (Philosophy) +23, Knowledge (Planes) +43, Knowledge (Fiendish Politics) +45, Listen +36, Move Silently +13, Scry +39, Search +25, Sense Motive +35, Spellcraft +36, Spot +44</p><p></p><p>Feats: Ambidexterity, Cleave, Improved Initiative, Two-Weapon Fighting, Weapon Focus (Greatsword), Improved Critical (Greatsword), Sunder, Power Attack.</p><p></p><p>Spell-like abilities (at 20th level): At will-, <em>blasphemy, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, polymorph self, pyrotechnics, read magic, suggestion, symbol</em> (any),<em> telekinesis, teleport</em> (self plus 50 pounds of objects only),<em> tongues</em> (self only), <em>unhallow, unholy aura, unholy blight, and wall of fire.</em> 1/day –<em> fire storm, implosion</em>. Save DCs are 13 + spell level.</p><p></p><p>Special Qualities: Fear, Entangle, Detect Magic, See Invisibility, Summon Tanar’ri, Death Throes, +8 Racial bonus to Spot and Listen checks.</p><p></p><p></p><p>Ainhorr is advanced from 13HD to 30HD, and represents one of the "great" Balors – he is scarcely less than a Demon Lord in terms of power and influence. Of the six Balors in Graz'zt's service (Ainhorr, Uruum, Choeth, Rurunoth, Irzho and Djorm), Ainhorr is by far the most potent.</p><p></p><p>Ainhorr is Graz’zt’s majordomo, the foremost general of his armies, and his most trusted servitor. In the initial revolt in Heaven, the Balor was one of Graz'zt's closest allies and his confidant, and fought next to the Prince on the Celestial Plains prior to the Fall. During Graz'zt's prolonged absence from his own planes, Ainhorr acted as steward of his master's realm.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 287627, member: 4303"] [b]Ainhorr[/b] The [I]Bow[/I] does. Bit too much, otherwise, DYT? [B]Ainhorr[/B] Balor. Huge outsider (Demon); HD 30d8+180; hps 315; Init +4 (+4 Improved Initiative); Speed 40 ft., fly 90 ft. (average); AC 31 (-2 Size, +23 Natural); Attack +42/+37/+32/+27 (huge +4 Unholy Celestial Bane Flaming Burst greatsword), +37 (whip) or +39 (2 slams); Dmg 2d8 +15 +1d6 (greatsword), 1d6+5 and entangle (whip) or slam 1d8 +11 + Fear Effect; Special Attacks: fear, spell-like abilities, entangle, body flames, summon tanar’ri; Special Qualities DR 30/+3, SR 28, tanar’ri qualities, death throes. SV Fort +20, Ref +14, Will +19; AL CE; Str 33, Dex 11, Con 23, Int 20, Wis 20, Cha 16. Languages: Abyssal, Celestial, Infernal Skills: Bluff +38, Concentration +39, Diplomacy +37, Hide +23, Knowledge (Religion) +23, Knowledge (Philosophy) +23, Knowledge (Planes) +43, Knowledge (Fiendish Politics) +45, Listen +36, Move Silently +13, Scry +39, Search +25, Sense Motive +35, Spellcraft +36, Spot +44 Feats: Ambidexterity, Cleave, Improved Initiative, Two-Weapon Fighting, Weapon Focus (Greatsword), Improved Critical (Greatsword), Sunder, Power Attack. Spell-like abilities (at 20th level): At will-, [I]blasphemy, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, polymorph self, pyrotechnics, read magic, suggestion, symbol[/I] (any),[I] telekinesis, teleport[/I] (self plus 50 pounds of objects only),[I] tongues[/I] (self only), [I]unhallow, unholy aura, unholy blight, and wall of fire.[/I] 1/day –[I] fire storm, implosion[/I]. Save DCs are 13 + spell level. Special Qualities: Fear, Entangle, Detect Magic, See Invisibility, Summon Tanar’ri, Death Throes, +8 Racial bonus to Spot and Listen checks. Ainhorr is advanced from 13HD to 30HD, and represents one of the "great" Balors – he is scarcely less than a Demon Lord in terms of power and influence. Of the six Balors in Graz'zt's service (Ainhorr, Uruum, Choeth, Rurunoth, Irzho and Djorm), Ainhorr is by far the most potent. Ainhorr is Graz’zt’s majordomo, the foremost general of his armies, and his most trusted servitor. In the initial revolt in Heaven, the Balor was one of Graz'zt's closest allies and his confidant, and fought next to the Prince on the Celestial Plains prior to the Fall. During Graz'zt's prolonged absence from his own planes, Ainhorr acted as steward of his master's realm. [/QUOTE]
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