D&D 3E/3.5 3.5.1 Balor

Ash Mantle

Adventurer
This is the updated unofficial 3.5.1 version of the Balor. I've gone ahead and used the Planescape Monstrous Compendium Index as a basis for the changes, which includes but is not limited to updated spell-likes, etc.

Enjoy! :D

BALOR

True Demon
Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)


Hit Dice: 20d8+180 (270 hp)
Initiative: +11 (+7 Dexterity, +4 Improved Initiative)
Speed: 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: 35 (–1 size, +7 Dex, +19 natural), touch 16, flat-footed 28
Base Attack/Grapple: +20/+38
Attack: +1 shocking burst longsword +35 melee (2d6+15 + 1d6 electricity/19–20/x2 + 1d10 electricity)
Full Attack: +1 shocking burst longsword +32/+27/+22/+17 melee (2d6+15 + 1d6 electricity/19–20/x2 + 1d10 electricity) and +1 flaming whip +32 melee (1d4+15 + 1d6 fire + entangle) or 2 claws +34 melee (2d8+14)
Space/Reach: 10 ft./10 ft. (20 ft. with +1 flaming whip)
Special Attacks: Death throes, entangle, fear, spell-like abilities, summon demon, vorpal sword
Special Qualities: Damage reduction 15/cold iron and holy, darkvision 60 ft., detect magic, flaming body, immunity to electricity and fire and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing
Saves: Fort +21, Ref +19, Will +20
Abilities: Str 38, Dex 25, Con 29, Int 26, Wis 26, Cha 26
Skills: Bluff +31, Concentration +33, Diplomacy +35, Disguise +8 (+10 when acting in character), Hide +26, Intimidate +33, Knowledge (arcana) +29, Knowledge (nature) +10, Knowledge (the Planes) +29, Knowledge (religion) +29, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 with scrolls), Spot +38, Survival +7 (+9 when tracking), Use Magic Device +31 (+33 deciphering scrolls)
Feats: Cleave, Great Cleave, Improved Initiative, Multiattack, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting
Environment: Any land and underground (The Infinite Layers of the Abyss)
Organization: Solitary, or troupe (1 balor, 1 marilith, and 2–5 hezrous)
Challenge Rating: 20
Treasure: Standard coins; double goods; standard items (plus +1 shocking burst longsword, +1 flaming whip)
Alignment: Chaotic Evil
Advancement: 21–30 HD (Large); 31–60 HD (Huge)
Level Adjustment:

Greatest and most terrible of the true Demons, the balors are the undisputed terrors of the Abyss. They motivate the Demon involvement in the Blood War and derive immense pleasure from others’ suffering.

Balors are repulsive, towering humanoids, 12 feet in height, with dark red skin and massive, clawed hands. Their huge wings can propel them through the air with unnatural speed and agility and each sports a pair of grotesque fangs that drip venom. Each balor carries a sword of lightning and a many-tailed whip, and searing, lurid flames surround the creature.

Combat

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

A balor’s +1 flaming 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 29 half). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.

Entangle (Ex): A balor’s +1 flaming 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.

Fear (Su): A creature hit by a balor’s claw attack must succeed at a DC 28 Will save or be affected as though by a fear spell (caster level 20th). The save DC is Charisma-based.

Spell-Like Abilities: At will— blasphemy (DC 25), deeper darkness, desecrate, detect good, detect law, fear, dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 25), power word stun, pyrotechnics, telekinesis (DC 23), tongues (self only), unhallow, unholy aura (DC 26); 1/day—fire storm (DC 26), implosion (DC 27). Caster level 20th. The save DCs are Charisma-based.

Vorpal Sword (Su): Every balor carries a +1 shocking burst longsword that looks like a flame or a bolt of lightning. The sword has the properties of a vorpal sword.

Summon Demon (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.

Detect Magic (Su): Balors have a continuous detect magic ability, as the spell (caster level 20th).

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.
 
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What is the difference between good and holy? In the context of damage reduction, I mean.

Could you outline what changes were made from the 3.5 Balor?
 


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