Demon, Balor
Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri) — CR 20
- Hit Dice
- 20d8+200 (290 hp)
- Initiative
- +11
- Speed
- Land 40 ft
- Armor Class
- 35, touch 16, flat-footed 28
- Base Attack / Grapple
- +20/+36
- Attack
- +1 vorpal longsword +33 melee (2d6+8/19-20)
- Full Attack
- +1 vorpal longsword +31/+26/+21/+16 melee (2d6+8/19-20) and +1 flaming whip +30/+25 melee (1d4+4 plus 1d6 fire plus entangle), or 2 slams +31 melee (1d10+7)
- STR
- 35
- DEX
- 25
- CON
- 31
- INT
- 24
- WIS
- 24
- CHA
- 26
- Fort / Ref / Will
- +22 / +19 / +19
- Challenge Rating
- 20
- Alignment
- Always Chaotic-Evil
- Organization
- Solitary or troupe (1 balor, 1 marilith, and 2–5 hezrous)
- Treasure
- Standard coins; double goods; standard items, plus +1 vorpal greatsword and +1 flaming whip
- Environment
- Infinite Layers of the Abyss
- Level Adjustment
- —
- Spell Resistance
- 28
- Caster Level
- 20
Special Abilities
Feats
A dark aura of power surrounds this towering humanoid with huge bat wings. Lurid flames dance over its skin. In one of its massive clawed hands, this creature bears a sword that looks sharp enough to cut even to the soul. In its other hand, it bears a whip licked by tongues of fire.
Description
Demons are a race of creatures native to the Abyss, a plane of endless evil. They are ferocity personified and will attack any creature just for the sheer fun of it—even other demons. They enjoy terrifying their victims before slaying them and often devour the slain. Many demons, not satisfied with their own iniquity, take pleasure in tempting mortals to become as depraved as they are.
A number of demons belong to a race (and subtype) known as the tanar’ri. The tanar’ri form the largest and most diverse group of demons, and they are the unchallenged masters of the Abyss.
Balors stand among the greatest and most terrible of the underworld creatures. They rule as generals over demonic armies. They are the masterminds of schemes to seize power and destroy the innocent. Even among their own kind, balors are feared, as they motivate their kindred to spread terror and misery.
A balor stands about 12 feet tall. Its skin is usually dark red. It weighs about 4,500 pounds.
Combat
Balors love to join battle armed with their swords and whips. If they face stiff resistance, they may teleport away to loose a few spell-like effects at the foe.
A balor’s +1 flaming 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.
Death Throes (Ex): When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.
Entangle (Ex): A balor’s +1 flaming 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.
Spell-Like Abilities: 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 20th. The save DCs are Charisma-based.
Vorpal Sword (Su): Every balor carries a +1 vorpal longsword that looks like a flame or a bolt of lightning.
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.
Flaming Body (Su): The body of a balor is wreathed in flame.
Anyone grappling a balor takes 6d6 points of fire damage each round.
True Seeing (Su): Balors have a continuous true seeing ability, as the spell (caster level 20th).
Skills: Balors have a +8 racial bonus on Listen and Spot checks.
Tactics Round-by-Round
The balor is most effective as a ranged combatant, using its spell-like abilities to attack from a distance.
- Prior to combat: 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.