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<blockquote data-quote="Obly99" data-source="post: 8783873" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Balrog (Valaraukar)</span></strong></p><p></p><p>CE Gargantuan outsider (chaotic, evil, fire, extraplanar)</p><p></p><p><strong>Init</strong> +32; <strong>Senses</strong> darkest vision, darkvision 180 ft., divine senses (x3), low-light vision, fiery hunter, true seeing; Perception +47</p><p></p><p><strong>Aura</strong> divine (DC 26, 100 ft.), shadow and flame (DC 46), unholy aura (DC 34)</p><p></p><p>DEFENSE</p><p></p><p><strong>AC</strong> 57, touch 36, flat-footed 43 (+12 deflection, +8 Dex, +4 divine, +6 dodge, +21 natural, –4 size)</p><p></p><p><strong>hp</strong> 810 (30d10+510) regeneration 20 (epic and good)</p><p></p><p><strong>Fort</strong> +63, <strong>Ref</strong> +54, <strong>Will</strong> +58</p><p></p><p><strong>Defensive Abilities</strong> block attacks, dark vigor, improved uncanny dodge, mettle, unbindable, uncanny dodge; <strong>DR</strong> 15/epic and good; <strong>Immune</strong> ability damage and drain, charm, compulsion, death effects, disease, energy drain, fire, mind-affecting effects, paralysis, petrification, poison, unwilling polymorph; <strong>Resistance</strong> acid 30, cold 10, electricity 30, Terrestrial Hazards; <strong>SR</strong> 45</p><p></p><p><strong>Weakness</strong> vulnerability to cold</p><p></p><p>OFFENSE</p><p></p><p><strong>Speed</strong> 120 ft., fly 270 ft. (perfect)</p><p></p><p><strong>Melee</strong> <em>slash</em> +85/+85/+80/+75/+70 (6d10+31 plus 3d6 (half fire, half unholy) and 3d6 unholy and 1 negative level against good creatures), <em>grab</em> +84/+79/+74/+69 (2d10+31 plus 3d6 (half fire, half unholy) and 3d6 unholy and 1 negative level against good creatures and dragging lash) or 2 slams +80 (3d10+25 plus 8d6 half fire half unholy)</p><p></p><p><strong>Space</strong> 20 ft.; <strong>Reach</strong> 20 ft. (30 ft. with whip)</p><p></p><p><strong>Special Attacks</strong> conflagrating roar (DC 46), consume mythic power (DC 41), dragging lash, dread oppressor (DC 41), mythic power (4/day, surge +1d8), smite good 8/day (+12 to hit, +120 to damage)</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 34th, concentration +50)</p><p></p><p><strong>Constant</strong>—true seeing, unholy aura (DC 34)</p><p></p><p><strong>At will</strong>—black tentacles, blasphemy (DC 33), blindness/deafness (DC 28), burning hands (DC 27), commune, create greater undead, deeper darkness, dream, elemental swarm (fire elementals only), etherealness, fire seeds (DC 32), fire shield (warm shield only), fire storm (DC 33), geas/quest, greater dispel magic, greater teleport, incendiary cloud (DC 34), magic jar, nightmare (DC 31), obscuring mist, power word blind, power word kill, power word stun, produce flame, resist energy (fire only), sending, shadow walk, telekinesis (DC 31), tongue, wall of fire</p><p></p><p><strong>4/day</strong>—wish</p><p></p><p><strong>3/day</strong>—implosion (DC 35)</p><p></p><p><strong>1/day</strong>—hellball [E] (DC 36)</p><p></p><p><strong>1/month</strong>—eclipse [E], rain of fire [E] (DC 36)</p><p></p><p>STATISTICS</p><p></p><p><strong>Str </strong>60, <strong>Dex</strong> 26, <strong>Con</strong> 44, <strong>Int</strong> 32, <strong>Wis</strong> 30, <strong>Cha</strong> 35</p><p></p><p><strong>Base Atk</strong> +30; <strong>CMB</strong> +88; <strong>CMD</strong> 99</p><p></p><p><strong>Feats</strong> Blind-FightB, Cleave, Combat Expertise, Combat Reflexes, Cornugon Smash, Dodge, Double Slice, Greater Cleave, Greater Two-Weapon FightingB, Improved Two-Weapon FightingB, Intimidating ProwessB, Iron Will, Mobility, Muscle Reaction, Power Attack, Signature Skill (intimidate), Spring Attack, Two-Weapon FightingB, Vital Strike, Weapon Focus (longsword), Whirlwind Attack</p><p></p><p><strong>Epic Feats</strong> Good Will, Great Smiting, HibernateB, Improved Dodge, Improved Power Attack, Perfect Two-Weapon FightingB, Superior Whirlwind Attack</p><p></p><p><strong>Skills</strong> Bluff +49, Fly +47, Heal +47, Intimidate +74, Knowledge (arcane, dungeoneering, history, local, nature, nobility, religion) +45, Knowledge (plane) +48, Perception +47, Sense Motive +47, Spellcraft +48, Stealth +33, Survival +47</p><p></p><p><strong>Languages</strong> Abyssal, Celestial, Draconic, Dwarven, Elven, Ignan, Infernal, Necril, Old Tongue, Orc, Sylvan; telepathy 100 ft.</p><p></p><p><strong>SQ</strong> dark flames, incinerate, might, portfolio (darkness, fire), terrible strike, virtual size category +1, whip mastery</p><p></p><p><strong>Gears</strong> <em>slash</em> (+6 speed, unholy power longsword), <em>grab</em> (+6 unholy power whip)</p><p></p><p><u><strong>Divine Abilities</strong></u></p><p></p><p>• Multifaceted (Ex): Gain 6 extra feats</p><p></p><p>• Strong Mind (Ex): Str as insight to attack rolls</p><p></p><p>• Strong Soul (Ex): Str as insight to saving throw</p><p></p><p>• Superior Smiting (Su): Smiting deals a bonus equal to four times your level</p><p></p><p><strong><u>Darkness Portfolio Traits (Quasi-Deity)</u></strong></p><p></p><p><em>Granted Power:</em> You gain Blind-Fight as a bonus feat</p><p></p><p>• <em>Darkest Vision (Ex)</em>: You have perfect vision in darkness, even magical darkness</p><p></p><p>• <em>Hostile Environment (Sunlight) (Ex)</em>: Competence penalty on all die rolls equal to your divine rank while within a sunlit environment</p><p></p><p>• <em>Light Vulnerability (Ex)</em>: Suffer 50% extra damage from light attacks and spells</p><p></p><p>• Shadow Immunity (Su): You are immune to shadow attacks and spells</p><p></p><p>• Scion of Darkness (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class while shrouded in darkness</p><p></p><p>• Improved Summoning (Shadow) (Ex): Shadow creatures summoned have 50% more HD</p><p></p><p><strong><u>Fire Portfolio Traits (Quasi-Deity)</u></strong></p><p></p><p><em>Granted Power:</em> Turn water creatures as a good cleric turns undead. Command fire creatures as an evil cleric command undead</p><p></p><p>• <em>Hostile Environment (Cold/Water) (Ex)</em>: Competence penalty on all die rolls equal to your divine rank while either underwater or within sub-zero environment</p><p></p><p>• <em>Cold Vulnerability (Ex)</em>: Suffer 50% extra damage from cold attacks and spells</p><p></p><p>• Fire Immunity (Su): You are immune to fire attacks and spells</p><p></p><p>• Scion of Fire (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class within a fiery environment</p><p></p><p>• Improved Summoning (Fire) (Ex): Fire creatures summoned have 50% more HD</p><p></p><p><strong>Block Attacks (Ex)</strong></p><p>Once per round, when the balrog is hit by a melee or ranged attack, it can attempt a melee attack using its highest attack bonus. If this result exceeds the result from the attack against it, the balrog is unaffected by the attack (as if the attack had missed).</p><p></p><p><strong>Conflagrating Roar (Su)</strong></p><p>A balrog, as a standard action, can emit a terrible roar that manifests as a 30-foot cone of unholy fire. Any creature caught in the effect takes 20d6 points of fire damage and 10d6 points of sonic damage. A successful DC 46 Reflex save halves this damage. After using this ability the balrog must wait 1d4+1 rounds before use it again. Conflagrating roar count as a breath weapon for effects and prerequisites. The save DC is Constitution-based.</p><p></p><p><strong>Consume Mythic Power (Su)</strong></p><p>As a standard action, a balrog can make a single melee attack at its highest base attack bonus against a single mythic creature. If the attack hits, it deals damage as normal, and the balrog drains 1d4 uses of mythic power from the target, causing the target to lose that many uses of mythic power, and the balrog to regain them (up to the maximum number of uses of mythic power that the balrog can possess). A Will save DC 41 negate this drain. If the target does not have enough mythic power, then all of the target’s remaining mythic power is drained, instead. A creature whose remaining uses of mythic power are reduced to 0 as a result of this ability, or that is affected by this ability while she already has no remaining uses of mythic power, is treated as being non-mythic for 1d4 hours, and loses all benefits of being a mythic character other than bonus hit points for the duration of that time. The save DC is Charisma-based.</p><p></p><p><strong>Dark Flames (Ex)</strong></p><p>Every time a balrog inflict fire damage (whether it is with an ability, with a spell, or another way is irrelevant, included the fiery blast of its terrible strike ability), actually only half of the damage is fire damage while the other half results directly from the corruptive power of Morgoth and is therefore not subject to being reduced by resistance to fire-based attacks (like a flame strike spell). This other damage still count as fire damage for the purpose of being multiplied in case a creature has vulnerability to fire and the incinerate ability of the balrog.</p><p></p><p><strong>Dark Vigor (Su)</strong></p><p>As an embodiment of cruelty, hatred, and rage, a balrog is actually physically healed by causing pain and suffering to other creatures. At the end of any round in which a balrog dealt at least 50 points of damage to another creature, it heals 50 hit points. The balrog cannot heal more than 50 hit points in this way per round, even if it deals 50 or more points of damage to multiple creatures. Additionally, whenever the balrog kills another creature with at least 5 HD (whether by damaging it or with another method), the balrog heals an additional 100 hit points. The balrog can heal any amount of damage in this way in a turn, provided he kills enough creatures to do so, up to his maximum hit point total. The balrog count as having a Charisma score of 40 for the purpose of meeting the prerequisite of Superior Smiting Divine Ability.</p><p></p><p><strong>Divine Traits (Quasi-Deity) (Ex)</strong></p><p>A balrog is equivalent in power as a quasi deity, it gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. A balrog’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. A quasi-deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.</p><p></p><p><strong>Dragging Lash (Ex)</strong></p><p>If a balrog strikes a Huge or smaller foe with its whip, it can immediately attempt a grapple check without provoking an attack of opportunity. If the balrog wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balrog does not. If the target is Gargantuan, the balrog instead may attempt a drag combat maneuver as a free action that does not provoke attacks of opportunity; a Gargantuan target gains the grappled condition only if dragged into an adjacent square. Larger creatures are unaffected.</p><p></p><p>If the target is protected by a spell or spell-like ability (including the effects of magical items) that provide freedom of movement or a similar effect that prevents grappling, a balrog can spend one use of its mythic power as a swift action while making this grapple check to use greater dispel magic to negate that effect; this dispelling does not affect other effects.</p><p></p><p>Finally, a balrog can still make attacks with its whip even while a creature is grappled in it. Doing so imposes a -4 penalty on the balrog’s attack rolls, but causes both the grappled creature and the target to suffer an additional 6d6 points of bludgeoning damage with each successful hit.</p><p></p><p><strong>Dread Oppressor (Su)</strong></p><p>A balrog can expend one use of mythic power as a standard action to impose its crushing will on a single creature within 100 feet, forcing the creature to attempt a DC 41 Will save. If the creature fails the save it immediately falls prone and is cowering for 1 minute. Each round on its turn, the victim may attempt a new Will save to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this effect early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d6 rounds. A creature that succeeds on the initial save to resist this effect is merely stunned for 1 round. This is a mind-affecting insanity effect and the save DC is Charisma-based.</p><p></p><p><strong>Fiery Hunter (Ex)</strong></p><p>A balrog can see perfectly in magical darkness. It can also see perfectly in smoky conditions caused by fire, and can see through normal and magical fire effects, such as those created by wall of fire.</p><p></p><p><strong>Grant Spells</strong></p><p>A balrog can grant up to 7th-level spells. This does not require any specific action on the balrog behalf. It grant access to the domains of Darkness, Destruction, and Fire and and to the subdomains of Arson, Ferocity°, Hatred, and Rage.</p><p>°Clerics of a balrog can use the Ferocity subdomain to modify the Destruction domain.</p><p></p><p><strong>Incinerate (Su)</strong></p><p>Any creature killed by fire damage from a balrog is entirely destroyed, leaving behind only a trace of fine ash. The creature’s magical equipment is unaffected. Creatures destroyed in this way can only be restored to life through true resurrection, or a carefully worded wish spell followed by resurrection, or miracle.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>A balrog has Mythic Power (4/day, surge +1d8) and counts as a 4th-rank Mythic creature. A balrog can use any of its spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities.</p><p></p><p><strong>Might (Ex)</strong></p><p>A balrog deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, andits damage dice cannot go below this dice but this cannot increase to more dice than its HD.</p><p></p><p><strong>Shadow and Flame (Ex)</strong></p><p>A balrog’s body is wreathed in unholy flames intermingled with night-black shadows. Creatures that begin their turn adjacent to a balrog take 4d6 points of fire damage, and must succeed on a DC 46 Fortitude save or are blinded for 1d4 rounds. The save DC is Constitution-based. Additionally, anyone hitting a balrog with a natural weapon or unarmed strike takes 8d6 points of fire damage. A balrog’s natural weapons inflict 8d6 extra point of fire damage. A creature that grapples a balrog or is grappled by one takes 12d6 points of fire damage each round the grapple persists.</p><p></p><p><strong>Terrible Strike (Su)</strong></p><p>Any slashing weapon a balrog wields (including its standard longsword and whip) gains the fiery blast and vorpal weapon quality. Weapons retain this quality for one hour after the balrog releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.</p><p></p><p><strong>Unbindable (Ex)</strong></p><p>A balrog possesses the ability to break free of magic circles which flawlessly imprison other, lesser beings. By expending one use of mythic power as a free action, a balrog becomes immune to the effects of a magic circle against evil spell, as well as against any other effect which would trap it on the Material Plane (such as a dimensional anchor spell, or the alternate rules for binding an outsider listed in Ultimate Magic).</p><p></p><p><strong>Whip Mastery (Ex)</strong></p><p>A balrog treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe’s armor.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8783873, member: 7035194"] [CENTER][B][SIZE=7]Balrog (Valaraukar)[/SIZE][/B][/CENTER] CE Gargantuan outsider (chaotic, evil, fire, extraplanar) [B]Init[/B] +32; [B]Senses[/B] darkest vision, darkvision 180 ft., divine senses (x3), low-light vision, fiery hunter, true seeing; Perception +47 [B]Aura[/B] divine (DC 26, 100 ft.), shadow and flame (DC 46), unholy aura (DC 34) DEFENSE [B]AC[/B] 57, touch 36, flat-footed 43 (+12 deflection, +8 Dex, +4 divine, +6 dodge, +21 natural, –4 size) [B]hp[/B] 810 (30d10+510) regeneration 20 (epic and good) [B]Fort[/B] +63, [B]Ref[/B] +54, [B]Will[/B] +58 [B]Defensive Abilities[/B] block attacks, dark vigor, improved uncanny dodge, mettle, unbindable, uncanny dodge; [B]DR[/B] 15/epic and good; [B]Immune[/B] ability damage and drain, charm, compulsion, death effects, disease, energy drain, fire, mind-affecting effects, paralysis, petrification, poison, unwilling polymorph; [B]Resistance[/B] acid 30, cold 10, electricity 30, Terrestrial Hazards; [B]SR[/B] 45 [B]Weakness[/B] vulnerability to cold OFFENSE [B]Speed[/B] 120 ft., fly 270 ft. (perfect) [B]Melee[/B] [I]slash[/I] +85/+85/+80/+75/+70 (6d10+31 plus 3d6 (half fire, half unholy) and 3d6 unholy and 1 negative level against good creatures), [I]grab[/I] +84/+79/+74/+69 (2d10+31 plus 3d6 (half fire, half unholy) and 3d6 unholy and 1 negative level against good creatures and dragging lash) or 2 slams +80 (3d10+25 plus 8d6 half fire half unholy) [B]Space[/B] 20 ft.; [B]Reach[/B] 20 ft. (30 ft. with whip) [B]Special Attacks[/B] conflagrating roar (DC 46), consume mythic power (DC 41), dragging lash, dread oppressor (DC 41), mythic power (4/day, surge +1d8), smite good 8/day (+12 to hit, +120 to damage) [B]Spell-Like Abilities[/B] (CL 34th, concentration +50) [B]Constant[/B]—true seeing, unholy aura (DC 34) [B]At will[/B]—black tentacles, blasphemy (DC 33), blindness/deafness (DC 28), burning hands (DC 27), commune, create greater undead, deeper darkness, dream, elemental swarm (fire elementals only), etherealness, fire seeds (DC 32), fire shield (warm shield only), fire storm (DC 33), geas/quest, greater dispel magic, greater teleport, incendiary cloud (DC 34), magic jar, nightmare (DC 31), obscuring mist, power word blind, power word kill, power word stun, produce flame, resist energy (fire only), sending, shadow walk, telekinesis (DC 31), tongue, wall of fire [B]4/day[/B]—wish [B]3/day[/B]—implosion (DC 35) [B]1/day[/B]—hellball [E] (DC 36) [B]1/month[/B]—eclipse [E], rain of fire [E] (DC 36) STATISTICS [B]Str [/B]60, [B]Dex[/B] 26, [B]Con[/B] 44, [B]Int[/B] 32, [B]Wis[/B] 30, [B]Cha[/B] 35 [B]Base Atk[/B] +30; [B]CMB[/B] +88; [B]CMD[/B] 99 [B]Feats[/B] Blind-FightB, Cleave, Combat Expertise, Combat Reflexes, Cornugon Smash, Dodge, Double Slice, Greater Cleave, Greater Two-Weapon FightingB, Improved Two-Weapon FightingB, Intimidating ProwessB, Iron Will, Mobility, Muscle Reaction, Power Attack, Signature Skill (intimidate), Spring Attack, Two-Weapon FightingB, Vital Strike, Weapon Focus (longsword), Whirlwind Attack [B]Epic Feats[/B] Good Will, Great Smiting, HibernateB, Improved Dodge, Improved Power Attack, Perfect Two-Weapon FightingB, Superior Whirlwind Attack [B]Skills[/B] Bluff +49, Fly +47, Heal +47, Intimidate +74, Knowledge (arcane, dungeoneering, history, local, nature, nobility, religion) +45, Knowledge (plane) +48, Perception +47, Sense Motive +47, Spellcraft +48, Stealth +33, Survival +47 [B]Languages[/B] Abyssal, Celestial, Draconic, Dwarven, Elven, Ignan, Infernal, Necril, Old Tongue, Orc, Sylvan; telepathy 100 ft. [B]SQ[/B] dark flames, incinerate, might, portfolio (darkness, fire), terrible strike, virtual size category +1, whip mastery [B]Gears[/B] [I]slash[/I] (+6 speed, unholy power longsword), [I]grab[/I] (+6 unholy power whip) [U][B]Divine Abilities[/B][/U] • Multifaceted (Ex): Gain 6 extra feats • Strong Mind (Ex): Str as insight to attack rolls • Strong Soul (Ex): Str as insight to saving throw • Superior Smiting (Su): Smiting deals a bonus equal to four times your level [B][U]Darkness Portfolio Traits (Quasi-Deity)[/U][/B] [I]Granted Power:[/I] You gain Blind-Fight as a bonus feat • [I]Darkest Vision (Ex)[/I]: You have perfect vision in darkness, even magical darkness • [I]Hostile Environment (Sunlight) (Ex)[/I]: Competence penalty on all die rolls equal to your divine rank while within a sunlit environment • [I]Light Vulnerability (Ex)[/I]: Suffer 50% extra damage from light attacks and spells • Shadow Immunity (Su): You are immune to shadow attacks and spells • Scion of Darkness (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class while shrouded in darkness • Improved Summoning (Shadow) (Ex): Shadow creatures summoned have 50% more HD [B][U]Fire Portfolio Traits (Quasi-Deity)[/U][/B] [I]Granted Power:[/I] Turn water creatures as a good cleric turns undead. Command fire creatures as an evil cleric command undead • [I]Hostile Environment (Cold/Water) (Ex)[/I]: Competence penalty on all die rolls equal to your divine rank while either underwater or within sub-zero environment • [I]Cold Vulnerability (Ex)[/I]: Suffer 50% extra damage from cold attacks and spells • Fire Immunity (Su): You are immune to fire attacks and spells • Scion of Fire (Ex): Competence bonus (equal to your divine rank) on attack rolls, damage rolls and armor class within a fiery environment • Improved Summoning (Fire) (Ex): Fire creatures summoned have 50% more HD [B]Block Attacks (Ex)[/B] Once per round, when the balrog is hit by a melee or ranged attack, it can attempt a melee attack using its highest attack bonus. If this result exceeds the result from the attack against it, the balrog is unaffected by the attack (as if the attack had missed). [B]Conflagrating Roar (Su)[/B] A balrog, as a standard action, can emit a terrible roar that manifests as a 30-foot cone of unholy fire. Any creature caught in the effect takes 20d6 points of fire damage and 10d6 points of sonic damage. A successful DC 46 Reflex save halves this damage. After using this ability the balrog must wait 1d4+1 rounds before use it again. Conflagrating roar count as a breath weapon for effects and prerequisites. The save DC is Constitution-based. [B]Consume Mythic Power (Su)[/B] As a standard action, a balrog can make a single melee attack at its highest base attack bonus against a single mythic creature. If the attack hits, it deals damage as normal, and the balrog drains 1d4 uses of mythic power from the target, causing the target to lose that many uses of mythic power, and the balrog to regain them (up to the maximum number of uses of mythic power that the balrog can possess). A Will save DC 41 negate this drain. If the target does not have enough mythic power, then all of the target’s remaining mythic power is drained, instead. A creature whose remaining uses of mythic power are reduced to 0 as a result of this ability, or that is affected by this ability while she already has no remaining uses of mythic power, is treated as being non-mythic for 1d4 hours, and loses all benefits of being a mythic character other than bonus hit points for the duration of that time. The save DC is Charisma-based. [B]Dark Flames (Ex)[/B] Every time a balrog inflict fire damage (whether it is with an ability, with a spell, or another way is irrelevant, included the fiery blast of its terrible strike ability), actually only half of the damage is fire damage while the other half results directly from the corruptive power of Morgoth and is therefore not subject to being reduced by resistance to fire-based attacks (like a flame strike spell). This other damage still count as fire damage for the purpose of being multiplied in case a creature has vulnerability to fire and the incinerate ability of the balrog. [B]Dark Vigor (Su)[/B] As an embodiment of cruelty, hatred, and rage, a balrog is actually physically healed by causing pain and suffering to other creatures. At the end of any round in which a balrog dealt at least 50 points of damage to another creature, it heals 50 hit points. The balrog cannot heal more than 50 hit points in this way per round, even if it deals 50 or more points of damage to multiple creatures. Additionally, whenever the balrog kills another creature with at least 5 HD (whether by damaging it or with another method), the balrog heals an additional 100 hit points. The balrog can heal any amount of damage in this way in a turn, provided he kills enough creatures to do so, up to his maximum hit point total. The balrog count as having a Charisma score of 40 for the purpose of meeting the prerequisite of Superior Smiting Divine Ability. [B]Divine Traits (Quasi-Deity) (Ex)[/B] A balrog is equivalent in power as a quasi deity, it gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. A balrog’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. A quasi-deity does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep. [B]Dragging Lash (Ex)[/B] If a balrog strikes a Huge or smaller foe with its whip, it can immediately attempt a grapple check without provoking an attack of opportunity. If the balrog wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balrog does not. If the target is Gargantuan, the balrog instead may attempt a drag combat maneuver as a free action that does not provoke attacks of opportunity; a Gargantuan target gains the grappled condition only if dragged into an adjacent square. Larger creatures are unaffected. If the target is protected by a spell or spell-like ability (including the effects of magical items) that provide freedom of movement or a similar effect that prevents grappling, a balrog can spend one use of its mythic power as a swift action while making this grapple check to use greater dispel magic to negate that effect; this dispelling does not affect other effects. Finally, a balrog can still make attacks with its whip even while a creature is grappled in it. Doing so imposes a -4 penalty on the balrog’s attack rolls, but causes both the grappled creature and the target to suffer an additional 6d6 points of bludgeoning damage with each successful hit. [B]Dread Oppressor (Su)[/B] A balrog can expend one use of mythic power as a standard action to impose its crushing will on a single creature within 100 feet, forcing the creature to attempt a DC 41 Will save. If the creature fails the save it immediately falls prone and is cowering for 1 minute. Each round on its turn, the victim may attempt a new Will save to end the effect; this is a full-round action that does not provoke attacks of opportunity. A creature that recovers from this effect early after being affected by it for at least 1 round takes 1d6 points of Wisdom drain and is staggered for 1d6 rounds. A creature that succeeds on the initial save to resist this effect is merely stunned for 1 round. This is a mind-affecting insanity effect and the save DC is Charisma-based. [B]Fiery Hunter (Ex)[/B] A balrog can see perfectly in magical darkness. It can also see perfectly in smoky conditions caused by fire, and can see through normal and magical fire effects, such as those created by wall of fire. [B]Grant Spells[/B] A balrog can grant up to 7th-level spells. This does not require any specific action on the balrog behalf. It grant access to the domains of Darkness, Destruction, and Fire and and to the subdomains of Arson, Ferocity°, Hatred, and Rage. °Clerics of a balrog can use the Ferocity subdomain to modify the Destruction domain. [B]Incinerate (Su)[/B] Any creature killed by fire damage from a balrog is entirely destroyed, leaving behind only a trace of fine ash. The creature’s magical equipment is unaffected. Creatures destroyed in this way can only be restored to life through true resurrection, or a carefully worded wish spell followed by resurrection, or miracle. [B]Mythic (Ex)[/B] A balrog has Mythic Power (4/day, surge +1d8) and counts as a 4th-rank Mythic creature. A balrog can use any of its spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. [B]Might (Ex)[/B] A balrog deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, andits damage dice cannot go below this dice but this cannot increase to more dice than its HD. [B]Shadow and Flame (Ex)[/B] A balrog’s body is wreathed in unholy flames intermingled with night-black shadows. Creatures that begin their turn adjacent to a balrog take 4d6 points of fire damage, and must succeed on a DC 46 Fortitude save or are blinded for 1d4 rounds. The save DC is Constitution-based. Additionally, anyone hitting a balrog with a natural weapon or unarmed strike takes 8d6 points of fire damage. A balrog’s natural weapons inflict 8d6 extra point of fire damage. A creature that grapples a balrog or is grappled by one takes 12d6 points of fire damage each round the grapple persists. [B]Terrible Strike (Su)[/B] Any slashing weapon a balrog wields (including its standard longsword and whip) gains the fiery blast and vorpal weapon quality. Weapons retain this quality for one hour after the balrog releases the weapon, but after this the weapon reverts to its standard magical qualities, if any. [B]Unbindable (Ex)[/B] A balrog possesses the ability to break free of magic circles which flawlessly imprison other, lesser beings. By expending one use of mythic power as a free action, a balrog becomes immune to the effects of a magic circle against evil spell, as well as against any other effect which would trap it on the Material Plane (such as a dimensional anchor spell, or the alternate rules for binding an outsider listed in Ultimate Magic). [B]Whip Mastery (Ex)[/B] A balrog treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe’s armor. [/QUOTE]
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