Demon, Balor (Fully Advanced)
CR 40 XP: 314,572,800
CE Huge outsider (chaotic, demon, evil, extraplanar)Init +11; Senses darkvision 60 ft., low-light vision, true seeing; Perception +78
Aura flaming body, unholy aura (DC 26)
AC 41, touch 19, flat-footed 34 (+4 deflection, +7 Dex, +22 natural, -2 size)
HP 710 (60d12+320); fast healing 15
Fort +46, Ref +39, Will +39
DR 15/cold iron and good; Immune electricity, fire, poison; SR 48; Resist acid 20 and cold 20
Speed 40 ft., fly 90 ft. (good)
Melee +6 vorpal longsword +84/+79/+74/+69 melee (3d6+24/17–20) and +1 fiery blast whip +75/+70/+65/+60 melee (1d6+10/19-20 plus 3d6 fire [6d6 fire on critical hit] plus entangle); or 2 slams +81 (2d8+15)
Space 15 ft., Reach 15 ft.
Special Attacks Death throes, entangle, spell-like abilities, summon demon, vorpal sword
Spell-Like Abilities (CL 20th) At will—blasphemy (DC 26), dominate monster (DC 28), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 26), power word stun, telekinesis (DC 24), unholy aura (DC 27); 1/day—fire storm (DC 27), implosion (DC 28). The save DCs are Charisma-based.
During Combat Balors love to join battle armed with their swords and whips. If they face stiff resistance (a doubtful prospect), they may teleport away to loose a few spell-like effects at the foe. A balor’s +1 fiery blast 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.
Str 46, Dex 25, Con 38, Int 24, Wis 24, Cha 28
Base Atk +60; CMB +80; CMD 101
Feats Cleave, Combat Reflexes, Energy Resistance (acid, cold), Fast Healing (x5), Greater Two-Weapon Fighting, Improved Critical (longsword, whip), Improved Initiative, Improved Two-Weapon Fighting, Perfect Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (greater dispel magic, telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)
Skills Acrobatics +27, Bluff +71, Diplomacy +75, Disguise +71, Fly +30, Intimidate +74, Knowledge (planes) +70, Knowledge (religion) +70, Linguistics +77, Perception +78, Sense Motive +70, Spellcraft +70, Stealth +62, Survival +37, Use Magic Device +72
Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ death throes, vorpal strike, whip mastery
Environment Infinite Layers of the Abyss
Organization Solitary or troupe (1 balor, 1 marilith, and 2–5 hezrous)
Treasure Standard coins; double goods; standard items, plus +6 vorpal greatsword and +1 fiery blast whip
Death Throes (Su) When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 54 half). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.
Entangle (Ex) IA balor’s +1 fiery blast 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.
Flaming Body (Su) The body of a balor is wreathed in flame. Anyone grappling a balor takes 6d6 points of fire damage each round.
Vorpal Strike (Su) Every fully advanced balor carries a +6 vorpal longsword that looks like a flame or a bolt of lightning.
Whip Mastery (Ex) A balor 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.
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.
True Seeing (Su) Balors have a continuous true seeing ability, as the spell (caster level 20th).
Life Drinker (Su) Whenever the balor lord slays a living foe, it receives the benefits of a heal spell (CL 20th). This ability can activate up to once per round. Master of Magic (Su) The balor lord has additional spell-like abilities (20 spell levels' worth of 1st-4th level spells usable at will and 20 spell levels' worth of 5th-8th level spells usable 3 times a day).
Soul Swallow (Su) As a standard action, the balor lord can inhale the soul of a living creature within 30 feet. The target must make a Fortitude save (DC 10 + 1/2 balor lord's racial HD + the balor lord's Charisma modifier) or die. The body of a humanoid creature killed in this manner immediately transforms into a demon under the balor lord's command (a babau, succubus, or shadow demon, according to the balor lord's whim).
This giant bat-winged humanoid is wreathed in searing flames. Its power is palpable, and but one of the weapons it wields could change the tide of battle.
A fully advanced balor stands about 24 feet tall. Its skin is usually dark red. It weighs about 9,000 pounds.
When folk whisper frightened tales of the demonic, what most envision is a towering figure of fire and flesh, a horned nightmare armed with flaming whip and sword flying through the night in search of its latest victim. The demon these folk fear is the balor, and that fear is justly placed, for few demons can match the mighty balor in strength or brutality. On the Abyss, most balors serve demon lords as generals or captains (those balors who don't are even more potent, and are known as balor lords-see below). A balor typically commands vast legions of demons, and while it often lets these slavering and eager minions fight its battles, the balor is far from a coward. If presented with an opportunity to join a fight, few balors choose to resist. In combat, a balor relies upon its spell-like abilities to fight foes wise enough to avoid melee range, favoring destructive powers like fire storm or implosion and saving dominate monster for use against the rare foe it would prefer to capture alive. A balor usually uses telekinesis to disarm ranged weapons or pull foes into melee-with the use of a quickened telekinesis, a balor can use the latter tactic and still inflict a full-round attack on a hapless foe. A balor reduced to fewer than 50 hit points almost always seeks to flee via teleportation, but if that and flight prove impossible it seeks to position itself such that, if it is slain, its death throes are as devastating as possible to the enemy host.
Only the cruelest mortal souls can fuel the creation of a balor-unlike in the cases of most other demons, it often takes multiple souls of powerful villains to trigger the birthing of a new balor. Balor Lords Even more terrible than the typical balor are those who do not call a demon lord their master, but instead are masters themselves. A balor lord typically rules over a region no larger than half the size of the realm in which it resides (as only full demon lords can command the rule of an entire Abyssal realm), and even though most balor lords rule much smaller regions (generally areas comparable in size to a single continent), their power is vast indeed. A balor lord is typically a CR 21 to CR 25 monster (a range shared with the various unique nascent demon lords, with the range of CR 26 and above being the domain of the demon lords themselves), and as such serves quite well as the final villain in a long-running campaign. The majority of balor lords have several levels of barbarian, fighter, or ranger (although ranger balor lords never form bonds with animals), but some instead have levels of bard, rogue, sorcerer, or wizard. Cleric balor lords are unknown, as they see themselves as objects of worship, not the other way around, although rumors persist of powerful balor clerics that directly serve demon lords or even evil gods. In addition to any benefits a balor lord might gain from its class levels, all balor lords possess one additional unique ability over and above those granted by its race and class. Listed here are three sample balor lord abilities, but these samples are by no means the entirety of the strange powers a balor lord might wield.
Balors of such power are often the mightiest generals of the more powerful demon lords, and many rule layers of their own. When one of these juggernauts enters the battlefields of the Blood War, the carnage reaches levels that disturb or awe even the vilest of fiends.
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