Reimagining SRD Fiends: The Balor

Herein are gathered all the threads about those creatures that stalk our nightmares and against whom are characters must battle!
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KaiserKris
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Reimagining SRD Fiends: The Balor

Post by KaiserKris »

The worst part about the giant demon is that you can only make out the thinnest outline of its horrific form, its foul magic having snuffed all light in the room. You think it is a winged creature, but you can’t be certain- all you know is that it seems to be everywhere and nowhere at once, and that the fiend is swiftly destroying all of your allies. You hear something akin to a horrific laugh shake the room as its eyes light up at you and you feel something horrible and icy clench at your very soul.

Balor:
No. Encountered: 1
Size: Large
HP: 198 (20d10+60)
Move: 40 (walk), 60 (fly)
AC: 33
Attacks: 4x Tentacles +3 (3d4+6 dmg)
Special: Abyssal Bolt, Aura of Shadow and Flame, Bringer of Death, Death Throes, Demonic Aura, Immunities, Magical Natural Weapons, Move Through Shadows, Reach, Spell-Like Abilities, Summoning, Tendril Constriction, Unholy Curse
Primes: Strength, Constitution, Dexterity
Int: High
Alignment: Chaotic Evil
Type: Extraplanar (demon)
Treasure:
XP: 39150 + 20

Special Abilities:
Abyssal Bolt: The Balor is capable of hurling 1d6 Abyssal bolts per round, in lieu of melee attacks. These bolts strike as +3 unholy weapons, doing 3d4+3 damage each, with 2d6 bonus damage to all good-aligned creatures.

Aura of Shadow and Flame: Whenever a Balor enters a space, all non-magical light sources other than daylight are immediately extinguished and the room plunged into total darkness. Only darkvision or deepvision can penetrate this constant magical shadow. In addition, the Balor exudes incredible heat, inflicting 2d6 fire damage on all beings within 30 feet of the Balor.

Bringer of Death: When a Balor gains a natural 20 on a melee attack, the target must make an immediate Constitution save or perish. A successful save means the target takes double damage.

Death Throes: When a Balor dies, it erupts into a massive explosion of fire and unholy energy, which does 20d10 (10d10 fire, 10d10 unholy) damage to all enemies within 100 feet, with a Dexterity save resulting in half damage.

Demonic Aura: All individuals passing within the presence of a demon must make a save against fear at the base Charisma save + the demon’s hit dice. If they fail, they take a -2 penalty on all attack rolls and saving throws while the demon is within sight.

Immunities: Balors can only be hit with +3 or greater magical weapons, or +1 weapons that are either made of cold iron or are good-aligned. Balors are immune to acid, poison, fire, charm, fear, petrifaction and death spells. Balors have SR of 12.

Magical Natural Weapons: The Balor’s natural weapons strike as +3 unholy weapons, doing 2d6 bonus damage to all good-aligned creatures.

Move Through Shadows: As a being of living darkness, Balors seem to be capable of moving through shadows as if teleporting. Given that they also magically create total darkness in any space they are in, this makes them capable of teleporting within the room at will.

Reach: The Balor’s natural weapons have a reach of 20 feet and can strike any enemies within 20 feet.

Spell-Like Abilities: The Balor constantly benefits from true seeing and constantly unhallows a sixty-foot radius around it. It can cast create greater undead, teleport without error, dispel magic, wall of fire, plane shift, unholy word and unholy aura at will.

Summoning: Once per day, the Balor can summon up to 25 HD of any demons of a type lower than another Balor.

Tendril Constriction: Whenever the Balor strikes an enemy with one of its tentacles, the opponent must make a Strength save or be constricted in its tentacles. For each round that the enemy is caught in the tendril, they lose 1d4 levels, which heal the Balor for 1d10 per level drained.

Unholy Curse: Once per day, the Balor can enact a horrific curse upon an enemy, which sentences them to death, which will happen in 1d20 rounds. A restoration can add 1d4 rounds of time, but nothing can stop the countdown except the Balor’s destruction. When death approaches, the cursed soul must make one last Charisma save- if it succeeds, then it will merely die. If not, however, the soul not only perishes but is immediately transformed into a demon, or demons, of total HD equal to its original total.

The most powerful of all demons, the balors are often held to be the demonic equivalent of pit fiends, though this comparison is limited in its validity- both are extraordinarily powerful creatures, but balors have little use for the sublety of pit fiends. For the most part, demonic armies and societies are headed by demon lords and mariliths, with the balors acting as abyssal champions, enforcers and bodyguards. Few creatures indeed are capable of standing against a creature so mighty.

In combat, balors take full advantage of their ability to move through shadows, getting close to powerful, yet vulnerable spellcasters and subjecting them to the full wrath of their tentacles. Frequently, a particularly tough enemy will receive an Unholy Curse, which can often result in catastrophe for a party, especially if there are only a few rounds before unstoppable death. Balors tend to use their summoning to pin enemies down and prevent coordinated action more than for the additional muscle- Balors, after all, are their own muscle. If a Balor knows it is going to lose a battle, it will seek to position itself so as to cause maximum harm with their Death Throes.

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clavis123
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Re: Reimagining SRD Fiends: The Balor

Post by clavis123 »

I really like how you've woven the "shadow and flame" aspect into the description of the demon. It makes a more interesting beast, after all, than the simple "burning guy with a whip" idiom of the old Type VI Demon! Good work, and keep the conversions coming.
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dadiceguy
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Joined: Thu May 11, 2006 7:00 am

Re: Reimagining SRD Fiends: The Balor

Post by dadiceguy »

Very nice work. Keep it up!

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