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Greater Balor
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<blockquote data-quote="Trainz" data-source="post: 1300460" data-attributes="member: 2122"><p>I used the hit-dice advancment rules to boost a Balor. It took me so long, that I decided to post it here. Note that at CR 35, it is quite an epic critter.</p><p> </p><p>So here he is, the Greater Balor:</p><p> </p><p><img src="http://perso.club-internet.fr/guenh/drizzt/errtudanslesflammes.JPG" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p> </p><p><span style="font-family: 'Times New Roman'"><strong><u>Balor, Greater</u></strong> Huge Outsider (Chaotic, Extraplanar, Evil)</span></p><p><span style="font-family: 'Times New Roman'">HD 50d8+600; <strong>hp 825</strong>;</span></p><p><span style="font-family: 'Times New Roman'"><strong>Init</strong> +10; </span></p><p><span style="font-family: 'Times New Roman'"><strong>Spd</strong> 40 ft., fly 90 ft. (good); </span></p><p><span style="font-family: 'Times New Roman'"><strong>Space/Reach</strong> 15 ft./15 ft. (30 ft. with +1 flaming whip);</span></p><p><strong><span style="font-family: 'Times New Roman'">AC</span></strong><span style="font-family: 'Times New Roman'"> 56 (-2 size, +6 Dex, +42 natural), touch 14, flat-footed 50; </span></p><p><span style="font-family: 'Times New Roman'">Base Atk +50; Grp +76; </span></p><p><span style="font-family: 'Times New Roman'"><strong>Atk</strong> +3 unholy vorpal longsword +70 melee (2d6(unholy)+3d6+23/19-20); </span></p><p><strong><span style="font-family: 'Times New Roman'">Full Atk</span></strong><span style="font-family: 'Times New Roman'"> +3 unholy vorpal longsword +70/+65/+60/+55 melee (2d6(unholy)+3d6+23/19-20) and +5 flaming unholy whip +71/+66 melee (2d6(unholy)+1d6+16 plus 1d6 fire plus entangle); or 2 slams +68 melee (2d8+15);</span></p><p><span style="font-family: 'Times New Roman'"><strong>SA</strong> Death throes, entangle, spell-like abilities, summon demon, vorpal sword; </span></p><p><span style="font-family: 'Times New Roman'"><strong>SQ</strong> Damage reduction <strong>15/cold iron and good</strong>, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing; </span></p><p><span style="font-family: 'Times New Roman'"><strong>AL</strong> Always chaotic evil; </span></p><p><span style="font-family: 'Times New Roman'"><strong>SV:</strong> <strong>Fort +39, Ref +34, Will +34</strong>;</span></p><p><span style="font-family: 'Times New Roman'"><strong>Abilities:</strong> Str 50, Dex 23, Con 35, Int 24, Wis 24, Cha 26</span></p><p><span style="font-family: 'Times New Roman'"><strong>Skills:</strong> Bluff +61, Concentration +63, Diplomacy +65, Disguise +38 (+40 acting), Hide +56, Intimidate +63, Knowledge (any two) +60, Listen +68, Move Silently +60, Search +60, Sense Motive +60, Spellcraft +60 (+62 scrolls), Spot +68, Survival +37 (+39 following tracks), Use Magic Device +61 (+63 scrolls)</span></p><p><span style="font-family: 'Times New Roman'"><strong>Feats:</strong> Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword), <strong>natural armor +20</strong></span></p><p><strong><span style="font-family: 'Times New Roman'">CR: </span></strong><span style="font-family: 'Times New Roman'">35</span></p><p><span style="font-family: 'Times New Roman'"><strong>Skills:</strong> Balors have a +8 racial bonus on Listen and Spot checks. </span></p><p><span style="font-family: 'Times New Roman'"><strong>Spell-Like Abilities:</strong> At will- blasphemy (DC 25), dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 25), power word stun, telekinesis (DC 23), unholy aura (DC 26); 1/day-fire storm (DC 26), implosion (DC 27). Caster level 50th. The save DCs are Charisma-based. </span></p><p><span style="font-family: 'Times New Roman'"><strong>Entangle(Ex):</strong> A balor's +5 flaming whip entangles foes much like an attack with a net. 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. </span></p><p><span style="font-family: 'Times New Roman'"><strong>Flaming Body(Su):</strong> The body of a balor is wreathed in flame. Anyone grappling a balor takes 6d6 points of fire damage each round. </span></p><p><span style="font-family: 'Times New Roman'"><strong>Summon(Sp):</strong> 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. </span></p><p><span style="font-family: 'Times New Roman'"><strong>Tactics Round-by-Round:</strong> Unholy aura. Round 1: Fire storm or implosion and quickened telekinesis, or summon additional demons. If the balor does not deem itself seriously threatened, it conserves abilities usable only once per day and uses blasphemy instead. Round 2: Insanity or power word stun. Round 3: Full melee attack with weapons, including entangle with whip. Round 4: Teleport or fly away with entangled foe to reestablish range; repeat round 1 and continue. A balor who wants to drive off or neutralize a party without slaying its foes avoids lethal attacks. Prior to combat: Unholy aura. Round 1: Dominate monster. Round 2: Power word stun. Round 3: Insanity or telekinesis to incapacitate or repel a dangerous opponent. Round 4: Teleport or fly away to reestablish range; repeat round 1 and continue.</span></p><p><span style="font-family: 'Times New Roman'"><strong>True Seeing(Su):</strong> Balors have a continuous true seeing ability, as the spell (caster level 50th).</span></p><p><span style="font-family: 'Times New Roman'"><strong>Death Throes(Su):</strong> Same as regular Balors.</span></p></blockquote><p></p>
[QUOTE="Trainz, post: 1300460, member: 2122"] I used the hit-dice advancment rules to boost a Balor. It took me so long, that I decided to post it here. Note that at CR 35, it is quite an epic critter. So here he is, the Greater Balor: [img]http://perso.club-internet.fr/guenh/drizzt/errtudanslesflammes.JPG[/img] [font=Times New Roman][b][u]Balor, Greater[/u][/b] Huge Outsider (Chaotic, Extraplanar, Evil)[/font] [font=Times New Roman]HD 50d8+600; [b]hp 825[/b];[/font] [font=Times New Roman][b]Init[/b] +10; [/font] [font=Times New Roman][b]Spd[/b] 40 ft., fly 90 ft. (good); [/font] [font=Times New Roman][b]Space/Reach[/b] 15 ft./15 ft. (30 ft. with +1 flaming whip);[/font] [b][font=Times New Roman]AC[/font][/b][font=Times New Roman] 56 (-2 size, +6 Dex, +42 natural), touch 14, flat-footed 50; [/font] [font=Times New Roman]Base Atk +50; Grp +76; [/font] [font=Times New Roman][b]Atk[/b] +3 unholy vorpal longsword +70 melee (2d6(unholy)+3d6+23/19-20); [/font] [b][font=Times New Roman]Full Atk[/font][/b][font=Times New Roman] +3 unholy vorpal longsword +70/+65/+60/+55 melee (2d6(unholy)+3d6+23/19-20) and +5 flaming unholy whip +71/+66 melee (2d6(unholy)+1d6+16 plus 1d6 fire plus entangle); or 2 slams +68 melee (2d8+15);[/font] [font=Times New Roman][b]SA[/b] Death throes, entangle, spell-like abilities, summon demon, vorpal sword; [/font] [font=Times New Roman][b]SQ[/b] Damage reduction [b]15/cold iron and good[/b], darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing; [/font] [font=Times New Roman][b]AL[/b] Always chaotic evil; [/font] [font=Times New Roman][b]SV:[/b] [b]Fort +39, Ref +34, Will +34[/b];[/font] [font=Times New Roman][b]Abilities:[/b] Str 50, Dex 23, Con 35, Int 24, Wis 24, Cha 26[/font] [font=Times New Roman][b]Skills:[/b] Bluff +61, Concentration +63, Diplomacy +65, Disguise +38 (+40 acting), Hide +56, Intimidate +63, Knowledge (any two) +60, Listen +68, Move Silently +60, Search +60, Sense Motive +60, Spellcraft +60 (+62 scrolls), Spot +68, Survival +37 (+39 following tracks), Use Magic Device +61 (+63 scrolls)[/font] [font=Times New Roman][b]Feats:[/b] Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword), [b]natural armor +20[/b][/font] [b][font=Times New Roman]CR: [/font][/b][font=Times New Roman]35[/font] [font=Times New Roman][b]Skills:[/b] Balors have a +8 racial bonus on Listen and Spot checks. [/font] [font=Times New Roman][b]Spell-Like Abilities:[/b] At will- blasphemy (DC 25), dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 25), power word stun, telekinesis (DC 23), unholy aura (DC 26); 1/day-fire storm (DC 26), implosion (DC 27). Caster level 50th. The save DCs are Charisma-based. [/font] [font=Times New Roman][b]Entangle(Ex):[/b] A balor's +5 flaming whip entangles foes much like an attack with a net. 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. [/font] [font=Times New Roman][b]Flaming Body(Su):[/b] The body of a balor is wreathed in flame. Anyone grappling a balor takes 6d6 points of fire damage each round. [/font] [font=Times New Roman][b]Summon(Sp):[/b] 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. [/font] [font=Times New Roman][b]Tactics Round-by-Round:[/b] Unholy aura. Round 1: Fire storm or implosion and quickened telekinesis, or summon additional demons. If the balor does not deem itself seriously threatened, it conserves abilities usable only once per day and uses blasphemy instead. Round 2: Insanity or power word stun. Round 3: Full melee attack with weapons, including entangle with whip. Round 4: Teleport or fly away with entangled foe to reestablish range; repeat round 1 and continue. A balor who wants to drive off or neutralize a party without slaying its foes avoids lethal attacks. Prior to combat: Unholy aura. Round 1: Dominate monster. Round 2: Power word stun. Round 3: Insanity or telekinesis to incapacitate or repel a dangerous opponent. Round 4: Teleport or fly away to reestablish range; repeat round 1 and continue.[/font] [font=Times New Roman][b]True Seeing(Su):[/b] Balors have a continuous true seeing ability, as the spell (caster level 50th).[/font] [font=Times New Roman][b]Death Throes(Su):[/b] Same as regular Balors.[/font] [/QUOTE]
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