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Balrog, Valarauka, Spirit of Fire
Large Outsider (extraplanar, evil, fire, quasi-deity)
Divine Rank: 0
HD: 21d8+210 (378 vp, 30 wp)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares), fly 60 (poor)
AC: 47 (+7 Dex, +10 deflection, +20 natural) touch 27, flat-footed 40
Base Attack/Grapple: +21/+38
Attack: Balrog blade +39 melee (2d6+18 +2d6 unholy +1d6 fire 17-20/+1d10 fire), or thong of fire +35 melee (1d4+13 nonlethal +3d6 fire 20/+6d6 fire)
Full Attack: Balrog blade +39/+34/+29/+24 melee (2d6+18 +2d6 unholy +1d6 fire 17-20/+1d10 fire), or thong of fire +35/+30/+25/+20 melee (1d4+13 nonlethal +3d6 fire 20/+6d6 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Flames of Udûn, fear, spell-like abilities
Special Qualities: Immune to fire, transmutation, energy drain, ability drain, mind-affecting effects; cold and acid resistance 10; outsider traits, darkvision 60 ft.; see invisibility; DR 10/epic and good; SR 36
Saves: Fort +22, Ref +19, Will +19
Abilities: Str 36, Dex 24, Con 30, Int 20, Wis 24, Cha 30
Skills: Bluff +34 (24 ranks), Intimidate +36 (24 ranks, +2 synergy), Knowledge (arcana) +29 (24 ranks), Knowledge (dungeoneering) +29 (24 ranks), Knowledge (nature) +31 (24 ranks, +2 synergy), Knowledge (religion) +29 (24 ranks), Listen +31 (24 ranks), Sense Motive +31 (24 ranks), Spellcraft +31 (24 ranks, +2 synergy, +2 scrolls), Spot +31 (24 ranks), Survival +31 (24 ranks, +2 above ground, +2 underground), Use Magic Device +34 (24 ranks, +2 scrolls)
Feats: Improved Initiative, Quicken Spell-like Ability (fire shield), Power Attack, Cleave, Great Cleave, Combat Reflexes, Improved Critical (heavy blades)
Epic Feats: Spellcasting Harrier
Climate/Terrain: Any underground and mountain
Organization: Solitary or battalion (2d10 trolls, 5d% orcs)
Challenge Rating: 23
Treasure: Standard
Alignment: Any Evil
Advancement: 22-30 HD (Large), 31-40 HD (Huge)
"Standing before you is a massive coal-black figure burning from within like an inferno. Flames writhe from cracked, obsidian skin with an unholy heat. All around the demon the ground hisses with heat and where the red light of his flames does not reach is in utter darkness, as if fallen into void."
A balrog is a demon of the ancient world, corrupt spirits still driven by the will of the Dark Enemy himself, he who shall not be named. Their bodies are dense and of various shapes, from terrbile and demonic to nearly human. Despite these variations, one constant remains: the shadows and the flames of Udûn.
Flames of Udûn (Su): All creatures within 20 feet of a balrog suffer 10 points of fire damage and 10 points of unholy damage each round on the balrog's turn, Fort save (DC 30) for half of each. Evil creatures are immune to the unholy damage. If ever submersed in water, a balrog's flames are snuffed for 2d4 rounds. A balrog without its flames is a strange creature of slimy ash and a spitting red heat from deep within.
Fear (Su): So long as a balrog's flames are not snuffed out, it creates a fear effect at a radius of 30 feet. Creatures within the area must make a Will save (DC 30) or be frightened for 1d10 rounds. A creature who passes their save against a balrog's fear aura is immune to the fear aura of that balrog for one day.
Outsider Traits: Balrogs have darkvision (60-ft. range). They cannot be raised or resurrected.
See Invisibility (Su): Balrogs cannot be tricked by simple invisibility effects and benefit from see invisibility as though cast by a 21st level sorcerer. This effect can be dispelled normally, but a balrog may reactivate it as a free action on their turn.
Balrog Blade: Balrogs carry with them their signature weapons: flaming swords. This weapon is commonly a +5 unholy Large longsword of flaming burst, but can be made from any other heavy blade. Upon a balrog's death, their blade explodes, dealing 10d8 points of slashing damage to any creatures within a 20-ft. radius, Reflex save (DC 30) for half.
Thong of Fire: Balrogs carry a many-tailed thong of white heat in their off-hand. This thong acts as a +1 Large whip of fiery blast and can be used to make and maintain grapple checks at a range of 15 ft.
A balrog can maintain a grapple check with the thong as a move action and may continue to attack with his other hand while observing normal rules for two-weapon fighting.
As a move action, the balrog may attempt to drag a grappled opponent within 10 feet, thereby enabling the balrog to make melee attacks against the opponent. This maneuver requires the balrog to make a successful opposed grapple check against the grappled opponent.
Spell-like Abilities (Sp): At will: bestow curse (DC 24), deeper darkness, doom (DC 21), fire shield (DC 25), fireball (DC 23), protection from good (DC 21), shadow walk (DC 26), unhallow, unholy aura (DC 28); 3/day: blasphemy (DC 27), fire storm (DC 28), greater shadow evocation (DC 28), meteor swarm (DC 29), shades (DC 29); 1/day: elemental swarm (fire). Caster level 21st, save DCs are Charisma-based.