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Monsters

id254
NameDemon:Balor (Tanar'ri)
SizeAndTypeLarge Outsider (Chaotic, Evil)
HitDice13d8+52 (110)
Initiative+5 (+1 Dex, +4 Improved Initiative)
Speed40 ft., fly 90 ft. (good)
ArmorClass30 (-1 size, +1 Dex, +20 natural)
Attacks+1 vorpal greatsword +18/+13/+8 melee, whip +17 melee; or 2 slams +19 melee
Damage+1 vorpal greatsword 2d6+8, whip 1d4+3 and entangle; or slam 1d6+7 and fear
FaceAndReach5 ft. by 5 ft./10 ft. (15 ft. with whip)
SpecialAttacksSpell-like abilities, fear, entangle, body flames, summon tanar'ri
SpecialQualitiesDamage reduction 30/+3, SR 28, tanar'ri qualities, death throes
Saves_Fort12
Saves_Ref9
Saves_Will13
AbilitiesStr 25, Dex 13, Con 19, Int 20, Wis 20, Cha 16
SkillsBluff +18, Concentration +19, Diplomacy +17, Hide +13, Knowledge (any one) +13, Listen +28, Move Silently +13, Scry +21, Search +20, Sense Motive +20, Spellcraft +21, Spot +29
FeatsAmbidexterity, Cleave, Improved Initiative, Two-Weapon Fighting
ClimateAndTerrainAny land and underground
OrganizationSolitary or troupe (1 balor, 1 marilith, and 2-5 hezrous)
ChallengeRating_Value18
TreasureStandard coins; double goods, plus whip; standard items, plus +1 vorpal greatsword
AlignmentAlways chaotic evil
Advancement14-19 HD (Large); 20-39 HD (Huge)
Description

Balors speak Abyssal, Celestial, and Draconic.

Combat

Spell-Like Abilities: At will-blasphemy, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, pyrotechnics, read magic, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight, and wall of fire; 1/day-fire storm and implosion. These abilities are as the spells cast by a 20th-level sorcerer (save DC 13 + spell level).

Fear (Su): A creature hit by a balor's slam attack must succeed at a Will save (DC 19) or flee in terror for 1d6 rounds.

Entangle (Ex): A balor's whip entangles foes much like an attack with a net. The whip has a maximum range of 40 feet, with a range increment of 10 feet, and 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.

Body Flames (Su): Balors can wreathe their bodies in roaring flames as a free action. The balor suffers no harm, but anyone grappling with it takes 4d6 points of fire damage each round.

Vorpal Sword (Su): Every balor carries a +1 vorpal greatsword that looks like a flame or a bolt of lightning. The sword also has the spell-like ability to detect good as cast by a 12th-level sorcerer, except that its range is 30 feet.

Detect Magic (Su): Balors continuously detect magic as the spell cast by a 20th-level sorcerer.

See Invisibility (Su): Balors continuously see invisibility as the spell cast by a 20th-level sorcerer.

Summon Tanar'ri (Sp): Once per day a balor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A tanar'ri that has just been summoned cannot use its own summon ability for 1 hour.

Death Throes (Ex): When killed, a balor explodes in a blinding flash of light that deals 50 points of damage to everything within 100 feet (Reflex half DC 20).

Immunities (Ex): Balors are immune to poison and electricity.

Resistances (Ex): Balors have cold, fire, and acid resistance 20.

Telepathy (Su): Balors can communicate telepathically with any creature within 100 feet that has a language.

Skills: Balors receive a +8 racial bonus to Listen and Spot checks.